Criticals
Improves the chance to land critical hits by manipulating movement and sprinting conditions during attacks.
Modes: IntaveLowHop
Section titled “Modes: IntaveLowHop”Performs a very small jump (low hop) to trigger critical hits, designed to bypass Intave anti-cheat.
Packet
Section titled “Packet”Sends specific packets to the server to fake the upward movement needed for critical hits without actually jumping.
Simulates lag to create the timing window for critical hits, useful on servers sensitive to movement.
NoGround
Section titled “NoGround”Tricks the server into thinking you are airborne without jumping, allowing critical hits without leaving the ground visually.
CustomPacket
Section titled “CustomPacket”Allows custom configuration of packets to tailor critical hit triggering based on server specifics.
PacketEdit
Section titled “PacketEdit”Modifies outgoing packets related to movement to induce critical hit conditions.
Modes: IntaveLowHop, Packet
Section titled “Modes: IntaveLowHop, Packet”LagDuration
Section titled “LagDuration”Sets how long the module simulates lag to time critical hits better, improving success rate during network delays.
ForceHit
Section titled “ForceHit”Forces critical hit conditions even when they normally wouldn’t occur, increasing the chance to trigger critical hits artificially.
MoveSlowdownOnGround
Section titled “MoveSlowdownOnGround”Controls whether your movement slows down on the ground during critical attacks.
SprintOnGround
Section titled “SprintOnGround”Enables sprinting while on the ground during critical hits.
MoveSlowdownInAir
Section titled “MoveSlowdownInAir”Controls movement slowdown while in the air during critical hits.
SprintOnGroundInAir
Section titled “SprintOnGroundInAir”Allows sprinting both on the ground and in the air during critical hits.
Automatically adjusts critical hit conditions based on the situation to optimize performance.
Mode: Lag
Section titled “Mode: Lag”LagDuration
Section titled “LagDuration”Sets how long the module simulates lag to time critical hits better, improving success rate during network delays.
ForceHit
Section titled “ForceHit”Forces critical hit conditions even when they normally wouldn’t occur, increasing the chance to trigger critical hits artificially.
Mode: NoGround
Section titled “Mode: NoGround”OnlyOnHit
Section titled “OnlyOnHit”Whether to activate NoGround mode only when hitting a target.
Floating
Section titled “Floating”Makes the player appear slightly floating to the server, aiding in critical hit triggering.
LagDuration
Section titled “LagDuration”Duration (in ticks) to simulate lag when using NoGround mode to improve critical hit timing.
ForceHit
Section titled “ForceHit”Forces the critical hit effect even when normal conditions aren’t met.
OnlyWhileJumpKeyPressed
Section titled “OnlyWhileJumpKeyPressed”Activates NoGround mode only if the jump key is held down.
OnlyWhileKillAuraTarget
Section titled “OnlyWhileKillAuraTarget”Enables NoGround mode only when attacking a KillAura target. Keep this off if you are using other aim hacks.
CriticalsInAir
Section titled “CriticalsInAir”(Usually true) Allows critical hits to occur while airborne.
CriticalsOnGround
Section titled “CriticalsOnGround”Allows critical hits to be registered even when on the ground.
CustomPacket
Section titled “CustomPacket”UseC06
Section titled “UseC06”Whether to use a specific packet type (C06) for movement updates.
Interval
Section titled “Interval”How often the custom packets are sent (in ticks).
SendFirst
Section titled “SendFirst”Whether to send the first movement packet in the sequence.
OnGroundFirst
Section titled “OnGroundFirst”Whether the first packet reports the player as on the ground.
MinYAddFirst
Section titled “MinYAddFirst”Minimum vertical offset added to the first packet to simulate slight upward movement.
MaxYAddFirst
Section titled “MaxYAddFirst”Maximum vertical offset added to the first packet.
SendSecond
Section titled “SendSecond”Whether to send the second movement packet.
OnGroundSecond
Section titled “OnGroundSecond”Whether the second packet reports the player as on the ground.
MinYAddSecond
Section titled “MinYAddSecond”Minimum vertical offset added to the second packet.
MaxYAddSecond
Section titled “MaxYAddSecond”Maximum vertical offset added to the second packet.
SendThird
Section titled “SendThird”Whether to send the third movement packet.
OnGroundThird
Section titled “OnGroundThird”Whether the third packet reports the player as on the ground.
MinYAddThird
Section titled “MinYAddThird”Minimum vertical offset added to the third packet.
MaxYAddThird
Section titled “MaxYAddThird”Maximum vertical offset added to the third packet.
SendFourth
Section titled “SendFourth”Whether to send the fourth movement packet.
OnGroundFourth
Section titled “OnGroundFourth”Whether the fourth packet reports the player as on the ground.
MinYAddFourth
Section titled “MinYAddFourth”Minimum vertical offset added to the fourth packet.
MaxYAddFourth
Section titled “MaxYAddFourth”Maximum vertical offset added to the fourth packet.
LagDuration
Section titled “LagDuration”Duration of simulated lag to optimize critical hit timing.
ForceHit
Section titled “ForceHit”Forces critical hit conditions even if natural triggers aren’t met.
OnlyWhileJumpKeyPressed
Section titled “OnlyWhileJumpKeyPressed”Activates packet sending only when the jump key is held.
OnlyWhileKillAuraTarget
Section titled “OnlyWhileKillAuraTarget”Enables the mode only when attacking a KillAura target.
CriticalsInAir
Section titled “CriticalsInAir”Allows critical hits while airborne.
CriticalsOnGround
Section titled “CriticalsOnGround”Allows critical hits while on the ground.
PacketEdit
Section titled “PacketEdit”OnlyOnHit
Section titled “OnlyOnHit”Activates the mode only when hitting a target.
SetOnGroundToFalse
Section titled “SetOnGroundToFalse”Changes the “on ground” status in packets to false, making the server think the player is airborne.
MinYadd
Section titled “MinYadd”Minimum vertical offset added to packets to simulate upward movement.
MaxYadd
Section titled “MaxYadd”Maximum vertical offset added to packets.
LagDuration
Section titled “LagDuration”Simulates lag duration to improve timing for critical hits.
ForceHit
Section titled “ForceHit”Forces critical hit conditions even if normal triggers aren’t met.
OnlyWhileJumpKeyPressed
Section titled “OnlyWhileJumpKeyPressed”Enables mode only if the jump key is pressed.
OnlyWhileKillAuraTarget
Section titled “OnlyWhileKillAuraTarget”Enables mode only when attacking a KillAura target.
CriticalsInAir
Section titled “CriticalsInAir”Allows critical hits while airborne.
CriticalsOnGround
Section titled “CriticalsOnGround”Allows critical hits while on the ground.