From your first samples,
to your first successful run.
First teach the client to recognize your character and monsters, then tell it where to act and which skill to use. Follow these eight steps for your first setup and start fighting right away.
Set 1366 × 768 resolution and 100% scaling
Use consistent resolution and display scaling so samples, coordinates and ranges share the same pixel reference.
- Extract the entire client archive before opening itKeep its folders and resources intact; do not pull out just the EXE. Activate and validate your license before entering configuration and preview for the first time.
- Set the game resolution to 1366 × 768Select it under Options → Graphics → Resolution in the game. Choose the same resolution in the client. Windowed mode is preferable for initial setup so sampling and observation are easier.
- Set Windows display scaling to 100%Check the display containing the game: Windows Settings → System → Display → Scale. The current startup check rejects display scaling other than 100%.
- Expand the minimap to show your character’s yellow dotKeep the game window visible, not minimized. Move somewhere you can clearly see your character and the target monsters.
Pick the game window, server and jump key
Open BASIC. If you have not added character and monster templates yet, complete the other fields first and return to select them later.
- Game server Game server
- Choose the option matching the server you actually play on. Global Classic in the image refers to the global classic server, not a universal default.
- Movement controls Movement keys
- Choose arrow keys or WASD to match the game. Skill, jump and other keys still need to be configured separately.
- Jump key Jump key
- Click the field and press your in-game jump key. The example uses X; use your own binding. The current startup check requires a jump key.
- Window source Window source
- Open the window picker and select the actual game window from the previews. Do not select its launcher, login window or another window with a similar name.
- Character / Monsters Character / Monsters
- Select suitable existing templates, or click the corresponding + to add them in the next steps.
Capture left and right character templates
Character templates locate your character on screen. A stable, distinctive detail works better than a box around the entire character.
- Click + beside Character and enter a nameUse a name that helps distinguish characters or appearances; it does not have to match your in-game name.
- Face left, then click Capture leftSampling shows a desktop screenshot and a small yellow box. Move it over a stable detail such as the head or hat, check it in the magnifier and click to sample. Press Esc to cancel this capture.
- Face right, then click Capture rightChoose the corresponding detail again. Set the direction in the game before each capture: the sampling view shows the screen as it was when capture was triggered.
- Click Save and useSave only after capturing both directions. Back in BASIC, confirm the new template is selected under Character. Closing the panel after sampling without saving discards the samples.
Capture left and right monster templates
Click + beside Monsters to create templates for your target monster. The example samples a local feature near a snail’s eye.
Sample size
Monster templates are currently fixed at 10 × 10 pixels. Choose a distinctive local feature with as little background as possible. Avoid the mouse pointer and attack effects.
After saving
The two images must show The same monster type facing in opposite directions. After Save and use, confirm that entry is checked in the monster list.
Start with fewer types
Start with one monster type, then add more once recognition is stable. The interface allows up to five; one to three is generally recommended.
Check recognition boxes in the preview
In BASIC, enable Draw player and Draw monsters. With a valid license and readable game display, recognition can be previewed even before combat starts.
Yellow character box
It should follow the character detail you sampled and match both directions, not background objects or other players.
Red monster boxes
They should mark selected monsters. The preview uses character position and search range to show nearby targets; not every monster on the map needs a box.
Resample first if recognition is unstable
If boxes repeatedly follow the wrong target, lose one direction or miss the character, check the window, server and samples before adjusting skills.
Choose a combat mode and set up skills
Open COMBAT. Choose a behavior mode before configuring skills. The screenshot shows two-point patrol; stationary attack can also be used for the first check.
Choose a mode first
| Strategy | Behavior |
|---|---|
| Stationary attackStationary attack | Attack at the current position. With automatic return enabled, the position recorded at startup becomes the anchor. |
| Two-point patrolTwo-point patrol | Move between minimap horizontal coordinates A and B, attacking according to each skill’s conditions. |
| Preset routePreset route | Use an imported map and route; best configured after learning the basics. |
If run modes are available: Full runs combat, Move only patrols, and Detect only previews recognition. Leave BUFF, potions and pickup disabled for the first check; select Full when testing attacks.
(125, 55). On the same platform, you could use left endpoint A = 50 and right endpoint B = 150, with endpoint dwell set to 0 seconds. These values explain the image; they are not universal settings for every map.Capture minimap bounds first, or confirm them through startup checks, before recording coordinates. Require A < B. Uncalibrated coordinates may still appear, but they refer to a default region. Calibration can move the origin, so record A/B again afterwards.
Then configure Skill 1
- Assign its key before enabling Enable this skillUse the actual in-game skill key. All four skills start disabled with no assigned keys. An enabled skill tab shows ✓.
- Set Trigger monsters to 1 initiallyThe skill becomes eligible when at least one target is inside its own range. Key A, front 100, back 0 and vertical 75 in the image are only examples.
- Enable attack-range drawing to check the areaThis only controls visibility. To disable a skill, uncheck Enable this skill, not just range drawing.
Calibrate skill attack ranges
A skill’s range determines which monsters qualify for an attack. It is a decision region, not the complete attack animation outline, and it does not change the skill’s in-game reach.
| Field | Meaning and current limits |
|---|---|
| Front rangeFront range (px) | Extends in the attack direction, at least 80px. When facing left, front is to the left. |
| Back rangeBack range (px) | Extends behind the character. Set 0 to exclude targets behind you. |
| Vertical rangeVertical range (px) | Extends this distance above and below the attack center, at least 50px. |
| Trigger monstersTrigger monsters | Counts only monsters inside this skill’s own range; the minimum is 1. |
Use one skill first and watch whether red boxes fall within its real hit area, then adjust gradually. An oversized range includes unreachable targets; an undersized range misses targets you could hit.
● Skill 3: purple · ● Skill 4: pink
Character and monster boxes are solid; skill ranges are numbered dashed boxes. Only enabled skills with range drawing enabled are shown.
Pass startup checks and start running
Review the checklist below, then click START. Startup checks do not execute strategy keys; a run task is created only after all checks pass.
First-run checklist
If a check fails, open LOG and resolve the first clear failure before retrying. During a run, keep the game in the foreground and observe movement and attacks. Stop before changing settings, save, then start again.
If something goes wrong, start here
HP and FPS, but no yellow character box?
Check that Character uses a saved template, both samples match your current appearance, and the window and server are correct. HP/FPS and character matching are separate results; values alone do not prove template matching works.
Can coordinates shown before starting go straight into A/B?
Coordinates can be previewed before a run, but they are relative to the active minimap region. A default region may introduce a fixed offset. Capture minimap bounds in COMBAT or confirm them through startup checks, then record A/B after calibration. Reconfirm after changing maps.
Why is the selected window invalid after restarting the game?
The binding identifies a particular window and process. Reselect the window source whenever the game restarts, even if its title is unchanged.
Why does a skill still run after I turn off range drawing?
Range drawing only controls the dashed box. Disable a skill by unchecking Enable this skill. If the key still fires after disabling and restarting, check whether BUFF, potions, jump or pickup share it, and use the log to identify the source.
No attack without monsters: is recognition broken?
First check the yellow character box and red monster boxes. Normal monster-count logic requires enough targets within a skill’s own range. A skill requiring three targets cannot trigger with only one. Start with a trigger count of one to verify it.
Why are my captured templates missing from the list?
After sampling both directions, click Save and use. Esc cancels only the current capture; closing the collection panel discards unsaved images. Resolve any duplicate-name or save-error messages before saving again.
How do I report key conflicts, failed checks or no response?
First identify the failing log stage: resolution, Windows scaling, permissions, templates, character or minimap. If unresolved, click Report beside the log heading and enter your email and symptoms. Before submitting, review the attached logs, settings, relevant templates and system diagnostics.
Are settings saved? Why did a language change not apply immediately?
Valid changes are saved automatically, but templates need Save and use. Restart the client after changing language or theme. The current window, startup checks and combat logs keep the language used at launch. Settings are locked during a run; stop combat before adjusting them.