TimerRange
TimerRange dynamically adjusts the game's internal tick speed based on how close you are to an enemy. Unlike the flat Timer module which runs at a constant speed, TimerRange is reactive: it idles at a slightly reduced speed when no enemies are nearby, ramps up to a strong boost when you close in on a target, and pauses entirely if you get very close. This lets you land hits faster during the critical moments of a fight while spending most of your time at a less suspicious speed.
A built-in balance system tracks the "debt" accumulated from running the timer above normal. Once that debt reaches the TimerBalanceLimit, the module automatically throttles back to BalanceLimitSpeed and waits for it to recover, preventing extended high-speed periods that could trigger anti-cheat systems. If PauseOnFlag is on, any server-issued position correction resets the balance counter to its maximum, giving the module time to cool down naturally after being flagged.
By default, RequiresKillAura is enabled, meaning TimerRange only activates when KillAura is running and has an active target locked. This keeps the boost tightly coupled to actual combat engagement rather than firing whenever any player happens to wander nearby.
Category: Combat Enabled by default: No
Settings
| Setting | Type | Default | Range | Description |
|---|---|---|---|---|
| Chance | Integer | 100 | 0..100 % | Probability per tick that the timer boost is applied when an enemy is in range. Values below 100 make the boost intermittent, which can appear more natural to anti-cheat. |
| TimerBalanceLimit | Decimal | 20.0 | 0.0..50.0 | How much timer-speed "debt" can accumulate before the module throttles down to BalanceLimitSpeed. Higher values allow longer boost windows before the cooldown phase begins. |
| NormalSpeed | Decimal | 0.9 | 0.1..10.0 | Timer multiplier applied when an enemy is detected within DistanceToStartWorking but still outside DistanceToSpeedUp. The default of 0.9× slightly slows the game in the approach phase. |
| InRangeSpeed | Decimal | 0.95 | 0.1..10.0 | Timer multiplier used once the balance limit has been exhausted during a boost sequence — a reduced in-combat speed to help the balance recover while still providing a minor edge. |
| BalanceLimitSpeed | Decimal | 0.99 | 0.1..1.0 | Timer multiplier applied while the internal balance counter is below TimerBalanceLimit. Keeps the game running just under normal speed to let the balance recover gradually. |
| BoostTimer | Decimal | 2.0 | 0.1..10.0 | Timer multiplier applied when an enemy is within DistanceToSpeedUp and the balance has not yet been exhausted. This is the main combat-speed boost. |
| BalanceRecoveryIncrement | Decimal | 1.0 | 1.0..10.0 | Controls how quickly the internal balance counter recovers when the timer is at or below normal. Higher values speed up recovery, allowing more frequent boost windows. |
| DistanceToSpeedUp | Decimal | 3.5 | 0.0..10.0 | Distance (in blocks) at which the full BoostTimer speed activates. Enemies closer than this value trigger the boost. |
| DistanceToPause | Decimal | 3.0 | 0.0..10.0 | Distance (in blocks) below which the timer resets to exactly 1.0× regardless of other settings. Prevents over-speeding at point-blank range. |
| DistanceToStartWorking | Decimal | 100.0 | 0.0..500.0 | Maximum detection radius (in blocks). TimerRange has no effect at all if the nearest enemy is farther away than this value. |
| PauseOnFlag | Toggle | true | — | When enabled, resets the balance timer to its maximum upon receiving a server position-correction packet, pausing further boosts and reducing the chance of a follow-up flag. |
| OnlyOnGround | Toggle | false | — | When enabled, the module only applies timer changes while you are standing on solid ground. |
| RequiresKillAura | Toggle | true | — | When enabled, TimerRange only activates while KillAura is running and has an active target. Disabling this allows TimerRange to operate independently. |
Last updated: 2026-06-08 — Based on source code