okya for MapleStory
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A VISUAL GUIDE TO YOUR FIRST RUN

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.

① Recognize firstAdd left- and right-facing character and monster templates
② Configure nextChoose a mode, assign keys and calibrate ranges
③ Start lastExecution begins only after startup checks pass
01
PREPARE THE GAME

Set 1366 × 768 resolution and 100% scaling

Use consistent resolution and display scaling so samples, coordinates and ranges share the same pixel reference.

  1. 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.
  2. 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.
  3. 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%.
  4. 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.
If the game runs as administratorThe client also needs sufficient privileges. Startup checks compare game and client permissions, stopping with an explanation if permissions are insufficient.
Example 01 · Game resolution. Confirm it in the game before configuring the client.
Next: select the window →
02
BASIC SETTINGS

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.
Example 02 · player1, Red Snail and jump key X are only examples.
Select the window again after restarting the gameThe client binds to a specific window and its process. After the game restarts, confirm the window source again even if its title has not changed.
Next: add your character →
03
CHARACTER TEMPLATES

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.

  1. 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.
  2. 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.
  3. 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.
  4. 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.
Character facing left Capture left
Character facing right Capture right
Character samples are fixed at 15 × 15 pixelsThe yellow box is the template selection; do not draw a large full-body box. Avoid damage numbers, temporary effects, names and background. Resample after changing the hat, hair or another sampled appearance detail.
In the magnifier, X / Y is the desktop pointer position used to help with sampling. It is not the minimap coordinate used for two-point patrol later.
Next: add monsters →
04
MONSTER TEMPLATES

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.

Monster facing left The same monster type
Monster facing right The corresponding detail

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.

Wait for the monster to turn before taking the other sample. Do not capture the same direction twice or pair two different monster types.
Next: verify recognition →
05
VERIFY BEFORE RUNNING

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.

Example 05 · Move and turn, then keep watching to confirm the boxes follow your character and selected monsters.

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.

Next: configure combat →
06
MODE & 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

StrategyBehavior
Stationary attackStationary attackAttack at the current position. With automatic return enabled, the position recorded at startup becomes the anchor.
Two-point patrolTwo-point patrolMove between minimap horizontal coordinates A and B, attacking according to each skill’s conditions.
Preset routePreset routeUse 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.

Two-point patrol uses minimap horizontal coordinatesThe character in the image is at (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

  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 ✓.
  2. 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.
  3. Enable attack-range drawing to check the areaThis only controls visibility. To disable a skill, uncheck Enable this skill, not just range drawing.
How multiple skills are selected: Only enabled skills whose own range contains enough monsters are eligible. The highest trigger count takes priority; ties go to the lower skill number. The four skills do not simply cycle regardless of conditions.
Example 06 · Enlarge the image to see every field. A/B come from the minimap, not the desktop X/Y in the sampling magnifier.
Next: calibrate the range →
07
TUNE THE HIT AREA

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.

FieldMeaning 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 monstersCounts 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.

Four skill colors● Skill 1: blue · ● Skill 2: green
● 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.
Example 07 · The character attacks left, so the blue range extends mainly to the left.
Leave Unlimited attack key casting disabled during first setup. It skips monster recognition and repeatedly uses the enabled skill with the lowest trigger count. It is unsuitable for checking skill selection by monster count.
Next: first run →
08
CHECK, START & OBSERVE

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

No checklist items checked yet. Verify them one by one before returning to the client and starting.
Click Start→License and window checks→Character / minimap checks→Run after passing

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.

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