Basic operation
Auto Target selects an opponent based on the zone, relationships, range, effects, and priorities. Enable it with the Auto Target button on the ZeusR panel. This tab defines eligible targets and stop conditions; class preferences and additional rules are configured in “Priorities”.
The selected opponent appears in the game's target selection and on the target panel. Start by checking the zone mode, enabled range set, and friend/enemy lists, then adjust the other restrictions to suit your needs.
Zone detection
Current zone. Shows the detected type of game zone. Below, choose how ZeusR determines eligible opponents.
Detect automatically. Adapts enemy detection to the current zone: in a normal zone, it considers PvP, PK, and war; in a PvP zone, the pool of potential opponents is broader. Available in-game indicators of whether an attack is possible are also considered.
Always normal (PvP/PK/Wars). Always uses normal-zone rules: looks for opponents with PvP, PK, war, or corresponding in-game hostility indicators.
Always arena (everyone). Expands the pool of potential opponents to all players. Your party, friends, enemy list restrictions, and other filters still apply.
Alternative mode. Identifies opponents using available in-game indicators of hostility and whether they can be attacked. It may suit events or locations where normal detection gives unsuitable results; check it with the relevant players in your zone.
Radio buttons, checkboxes, and hotkey. The radio button on the left selects the mode currently in use. The checkboxes beside the names determine which modes the hotkey cycles through. Assign the hotkey in the field at the bottom of the block. For example, check automatic mode and arena to switch only between those two.
Disable if...
These checkboxes temporarily stop automatic operation when the selected condition is met. Once the condition no longer applies, it stops blocking operation; other restrictions remain in effect.
Target is me. Stops operation while you have your own character selected as the target.
Target is a friend. Stops operation while a friendly target is selected, including a member of your party. It uses the object's final relationship after applying friend and enemy lists.
Target is an NPC / Monster. Stops operation when an NPC or monster is selected; this check also includes pets.
Player is dead. Stops operation while your character is dead.
Protection after teleporting
Ignore new objects (ms). Temporarily excludes players who have recently appeared nearby from selection. The field beside it sets how long to ignore them: for example, 3000 ms is three seconds. The duration applies only when the checkbox is enabled. Until it expires, the object is ineligible for regular automatic targeting.
After my teleport (ms). Sets a waiting period after your teleport. During this pause, automatic operation waits for the protection period to end. The time field is available when the checkbox is enabled; a duration of zero creates no wait.
Actions that cancel protection. Select actions that end protection early. These checkboxes are shared by both modes above: after your teleport and for new objects. Protection is removed from whoever performs the action, whether your character or another object:
- Target selection — selects a target.
- Movement — starts moving.
- Attack — performs an attack.
- Skill (by list) — uses a skill that is not in the exceptions list.
Allowed skill list. In the field below the checkbox, specify skills whose use does not remove protection. With “Skill (by list)” enabled, any other skill removes protection, while a listed skill is skipped and protection remains. This works the same way for your character and other objects. Enter numeric IDs or the name of a set from the Integers section in the library.
Ignore effects
Checking a box excludes opponents with the corresponding effect from selection. “Ignore” here refers to targets under the effect: for example, enabling “Sleep” leaves sleeping opponents alone.
Sleep. Skips sleeping targets.
Petrification. Skips petrified targets.
UD. Skips targets with a detected Ultimate Defence effect.
Invulnerability. Skips targets with detected invulnerability.
Fear. Skips targets under fear.
Stun. Skips stunned targets.
Silence. Skips silenced targets.
Paralysis. Skips paralyzed targets.
Choose effects to suit your needs: for example, skip sleep and petrification to preserve crowd control. Recognition depends on the effect information available on your server.
Range, angle, and hold time
This block stores named parameter sets. You can prepare several options for different distances or directions and switch between them during play.
Name. The set's name, used to identify it when switching.
Range, minimum and maximum. Set the permitted distance to an opponent. The minimum excludes targets that are too close; the maximum excludes those too far away. A minimum of 0 adds no minimum distance from your character. The general object range in the main settings also limits the available surroundings.
Z±. The permitted height difference between you and the opponent. Helps distinguish players on other floors or terrain levels. A value of 0 disables this set's additional restriction; the general object height difference in the main settings still applies.
Angle. The search sector's width relative to the working direction. For example, 90° limits selection to a sector in front of your character; 360° allows a full circle. A value of 0 also leaves the direction unrestricted.
Hold (ms). How long to keep the selected suitable opponent before normally reconsidering the target. For example, 1000 ms is one second. If the target dies or becomes unsuitable, the hold time does not make it eligible.
+Random. A random addition to the hold time. With a hold time of 1000 ms and an addition of 500 ms, the total ranges from 1000 to 1500 ms. If the base hold time is 0, the random addition is not used on its own.
Adding and removing a set. Fill in the fields and click “Add”. To edit an existing set, select its row and adjust the fields below the list; “Remove” deletes the selected row. Drag sets to change their order.
Set checkboxes and switching hotkey. The checkboxes determine which sets are included when switching. Assign a hotkey below the list to cycle through enabled sets. Clicking a row opens its parameters for editing.
Additional direction settings
These options control the direction of the sector defined by “Angle”. Their effect is noticeable when the sector is limited to more than 0° and less than 360°.
Keep angle after a skill or attack. Preserves the working direction for the time specified in the field on the right after using a skill or attack. The time is in milliseconds; for example, 1000 is one second.
Remember and lock angle. Enables direction locking with the hotkey in the field beside it. The first press remembers the direction; pressing again releases it. This stops the sector from constantly following your character's turns.
Change angle when selecting a new target with Shift. When you select a new target while holding Shift, points the working sector toward it. If the direction is already locked, the remembered direction is updated too.
Friends and enemies: relationship lists
The “Object list” block has two tabs: friends and enemies. Select the appropriate one before adding entries. Each entry can refer to a player, an entire clan, or an alliance and has its own enable checkbox.
Enable friend list. Applies enabled entries on the friends tab. Players matching these entries are treated as friendly and excluded from regular opponent selection.
My clan / Alliance. Automatically treats members of your clan and alliance as friendly. You do not need to list every player individually.
Neutrals (no clan). Excludes players without a clan from regular enemy selection. Explicit enemy list entries are considered separately, according to the conditions of the current opponent detection mode.
Enable enemy list. Applies enabled entries on the enemies tab. This lets you designate specific players, clans, or alliances; an opponent's eligibility also depends on the selected zone mode.
Enemies from list only. Restricts regular enemy selection to this list. Other players will not be selected as opponents even if they have the usual PvP or PK indicators. This checkbox is available when the enemy list is enabled.
Enemy list hotkey. The field beside the restriction assigns a hotkey for the current target. If the player you currently have targeted is not on the enemy list, pressing the key adds them; if they are already listed, it removes their entry. Each press applies to the target selected at that moment. The hotkey is available when both the enemy list and “Enemies from list only” are enabled; the entry format depends on the OID checkbox.
When entries overlap, your party is considered first, followed by a matching enemy list entry, then your own clan/alliance and the friend list. A player on the enemy list can therefore remain an opponent even if their clan is listed as friendly.
Adding objects and saved sets
Type. Selects what to add: a player, clan, or alliance. The new entry goes into the currently open friends or enemies tab.
Name | OID. Enter a player's nickname or a clan or alliance name. With OID checked, the entry is identified by the selected player, clan, or alliance's numeric identifier. Matching by OID is useful at events where nicknames change: it identifies the player by their ID regardless of the displayed name. Leave the checkbox off for a list based on names.
Description. An optional note to make the list easier to read. Especially useful when a numeric identifier is stored instead of a name.
T button. Fills the fields from the player selected in the game. For the “Clan” type, it uses their clan; for “Alliance”, their alliance. After filling the fields, click “Add”: T alone does not create an entry.
Adding and removing. “Add” creates an entry from the filled fields; “Remove” deletes the selected row. Selecting an existing row loads its parameters into the editor: changing them edits that entry.
List menu. Right-click to select a nearby player, clan, or alliance, add all available objects of the required type within a specified radius, remove the selected entry, or clear the list. Before adding in bulk, check which tab is open.
Saved sets. Enter a name in the field below the list and click the save button beside it. Selecting a saved name loads the friend and enemy set together with its toggles. Sets are stored separately in the Configs\ObjectsList folder inside ZeusR, in JSON files. Save the current set's changes before loading another set.