Ping
Simulates controlled ping behavior by delaying both incoming and outgoing packets, often used for synchronization exploits, bypasses, or custom behavior in combat.
IncomingGroup
Section titled “IncomingGroup”Controls simulated delay for packets from server to client.
MinIncomingPing
Section titled “MinIncomingPing”Minimum delay (in milliseconds) applied to incoming packets.
MaxIncomingPing
Section titled “MaxIncomingPing”Maximum delay (in milliseconds) applied to incoming packets.
MinPingRecalculateDelay
Section titled “MinPingRecalculateDelay”Minimum delay between recalculating a new simulated ping value.
MaxPingRecalculateDelay
Section titled “MaxPingRecalculateDelay”Maximum delay between ping recalculations.
PingAccelerationModeInstant/Smooth
Section titled “PingAccelerationModeInstant/Smooth”Defines how ping changes over time — Instant applies changes immediately, Smooth gradually applies them.
MinPingAccelerationPerSecond
Section titled “MinPingAccelerationPerSecond”Minimum rate of increase for ping per second.
MaxPingAccelerationPerSecond
Section titled “MaxPingAccelerationPerSecond”Maximum rate of increase for ping per second.
MinPingAccelerationApplyDelay
Section titled “MinPingAccelerationApplyDelay”Minimum time before the next ping acceleration can apply.
MaxPingAccelerationApplyDelay
Section titled “MaxPingAccelerationApplyDelay”Maximum delay before applying the ping acceleration.
MinPingAccelerationRecalculateDelay
Section titled “MinPingAccelerationRecalculateDelay”Minimum interval between recalculations of acceleration behavior.
MaxPingAccelerationRecalculateDelay
Section titled “MaxPingAccelerationRecalculateDelay”Maximum interval between acceleration recalculations.
MinPingDecelerationTime
Section titled “MinPingDecelerationTime”Minimum time needed to reduce the simulated ping smoothly.
MaxPingDecelerationTime
Section titled “MaxPingDecelerationTime”Maximum allowed time to decelerate the ping to a lower value.
OutgoingGroup
Section titled “OutgoingGroup”Controls simulated delay for packets from client to server.
MinOutgoingPing
Section titled “MinOutgoingPing”Minimum simulated ping on outgoing packets.
MaxOutgoingPing
Section titled “MaxOutgoingPing”Maximum simulated ping on outgoing packets.
MinPingRecalculateDelay
Section titled “MinPingRecalculateDelay”Minimum delay before recalculating the outgoing ping.
MaxPingRecalculateDelay
Section titled “MaxPingRecalculateDelay”Maximum delay between outgoing ping recalculations.
PingAccelerationModeInstant/Smooth
Section titled “PingAccelerationModeInstant/Smooth”Controls how outgoing ping transitions — Instant or Smooth.
MinPingAccelerationPerSecond
Section titled “MinPingAccelerationPerSecond”Minimum speed at which ping increases per second.
MaxPingAccelerationPerSecond
Section titled “MaxPingAccelerationPerSecond”Maximum speed at which ping increases per second.
MinPingAccelerationApplyDelay
Section titled “MinPingAccelerationApplyDelay”Shortest wait before acceleration is applied to outgoing packets.
MaxPingAccelerationApplyDelay
Section titled “MaxPingAccelerationApplyDelay”Longest wait before acceleration is applied.
MinPingAccelerationRecalculateDelay
Section titled “MinPingAccelerationRecalculateDelay”Shortest delay before recalculating acceleration behavior.
MaxPingAccelerationRecalculateDelay
Section titled “MaxPingAccelerationRecalculateDelay”Longest delay before recalculating acceleration.
MinPingDecelerationTime
Section titled “MinPingDecelerationTime”Minimum duration for reducing ping smoothly.
MaxPingDecelerationTime
Section titled “MaxPingDecelerationTime”Maximum duration for gradual ping reduction.
CombatMode
Section titled “CombatMode”Enables special behavior or packet delays when engaged in combat.
MinPingStartDelay
Section titled “MinPingStartDelay”Delay before starting ping simulation when combat begins.
MaxPingStartDelay
Section titled “MaxPingStartDelay”Maximum delay before activating ping logic during combat.
ResetPingAtDistanceToTarget
Section titled “ResetPingAtDistanceToTarget”Resets simulated ping behavior if the player is too far from the target.
FailRate
Section titled “FailRate”Introduces randomization or failure chances in simulation.
MinFailInterval / MaxFailInterval
Section titled “MinFailInterval / MaxFailInterval”Controls the interval between potential simulated failures to show legitimacy.
Targets
Section titled “Targets”Specifies which entities are affected by or taken into account during ping manipulation:
Player, Mob, Animal, Villager, ArmorStand
FlushConditions
Section titled “FlushConditions”Triggers an immediate flush of all delayed packets under specific actions to avoid desync or misbehavior:
- StandingStill
- ScaffoldToggled
- PlaceBlocks
- BreakBlocks
- HoldingBlocks
- UseItem
- OpenedGUI
- InventoryActions
- Velocity
- Explosion
- Teleport
- SprintReset
- SplashPotion
- Attack