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tchelobac started following World Creator
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tchelobac joined the community
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Dudi started following Time in client
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You can do it yourself using Lua API and Lua UI plugins.
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Wizzy started following Release 22.1.1.0 T
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[HOT] Season 22 Part 1-1 [NEW] Characters Renewal: Dark Knight, Rage Fighter, Slayer New attack power types: Rage (Dark Knight), Melee, Area and Divine (Rage Fighter), Darkness (Slayer) Reworked skill damage, mana and AG usage, range and elemental values Reworked 4th Skill Tree enhancements Dark Knight master tree: Fire Blow Strengthener and Fire Blow Mastery replace Death Stab Strengthener, Proficiency and Mastery Dark Knight and Slayer skills no longer use the Skill Attack Power (%) bonus, Rage and Darkness Attack Power replace it Higher damage and Combat Power of Mastery and Legendary weapons Lower maximum attack speed (CalcCharacter.ini) [NEW] Magic Gladiator: Spirit Attack Power while Crusher Charge is active [HOT] Monster movement rework (test, off by default): Common.ini [MonsterMove] PathSystem Monsters and other players are where the client shows them, so attacks and skills land on what the player sees Monsters move at the speed of their walk animation; offline-levelling and bot players at the speed of their wings, mounts and buffs Chasing monsters find their way round walls and keep up the chase [NEW] Characters Renewal: Dark Knight, Rage Fighter, Slayer [NEW] Hunting Record: Base EXP and Bonus EXP next to the total EXP, in the Hunting Record and Real-Time Hunting Record windows [ADD] FormulaData.xml: Season 22 formulas (Character 65-74, CombatPower 29-43, SkillTree 340-341, AbilityTree 291) [MOD] Falling Slash, Cyclone, Slash and Fire Breath of wizard classes no longer add the Energy bonus [MOD] Quests available up to level 1800 (MuQuest.xml) [MOD] MU Helper: new hunting area entrances in Aquila's Temple
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Wizzy started following Season 22 Part 1-1 Update & SeasonPass Sale
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We are pleased to announce the release of the Season 22 Part 1-1 Update. This update introduces a major renewal of three character classes, new attack power types, extensive skill and progression changes, improved monster movement logic, and several gameplay and system improvements. Dark Knight, Rage Fighter and Slayer receive their Character Renewal, bringing redesigned combat mechanics, new attack power types, updated skills and revised 4th Skill Tree enhancements. The update also introduces improvements to Hunting Record, new Season 22 formulas, and additional changes to quests and MU Helper. Update Highlights Character Renewal for Dark Knight, Rage Fighter and Slayer New attack power types: Rage, Melee, Area, Divine and Darkness Reworked skill damage, Mana and AG usage, skill range and elemental values Reworked 4th Skill Tree enhancements Dark Knight Master Tree changes: Fire Blow Strengthener and Fire Blow Mastery replace Death Stab Strengthener, Proficiency and Mastery Dark Knight and Slayer skills no longer use the Skill Attack Power (%) bonus Rage Attack Power and Darkness Attack Power introduced for the corresponding classes Increased damage and Combat Power for Mastery and Legendary weapons Reduced maximum attack speed Magic Gladiator gains Spirit Attack Power while Crusher Charge is active New Monster Movement System available for testing Monsters and players are synchronized more closely with their positions displayed by the client Improved monster pathfinding and chasing behavior around obstacles New Hunting Record information showing Base EXP and Bonus EXP separately from total EXP New Season 22 formulas added to FormulaData.xml Wizard class skill adjustments for Falling Slash, Cyclone, Slash and Fire Breath Quests extended up to level 1800 New MU Helper hunting area entrances in Aquila's Temple Various gameplay improvements, system optimizations and balance adjustments Detailed Patch Notes For those interested in the complete technical breakdown, the update includes the following major changes: Character Renewal: Dark Knight, Rage Fighter and Slayer Attack Power System: new class-specific attack power types and revised damage calculations Skill System: updated skill damage, resource consumption, range and elemental values 4th Skill Tree: revised enhancements for the renewed classes Monster Movement: new pathfinding and movement behavior available as a test feature and disabled by default Hunting Record: Base EXP and Bonus EXP are now displayed separately FormulaData.xml: Season 22 formulas added for Character 65-74, CombatPower 29-43, SkillTree 340-341 and AbilityTree 291 Quest System: quests are now available up to level 1800 MU Helper: new hunting area entrances added to Aquila's Temple The Monster Movement System is currently provided as a test feature and is disabled by default. It can be enabled through Common.ini using the [MonsterMove] PathSystem setting. When enabled, monsters and other players are positioned according to what the client displays, allowing attacks and skills to connect with the positions visible to the player. Monsters move according to their walking animation speed, while offline-levelling and bot characters move according to the speed provided by their wings, mounts and buffs. Chasing monsters can also navigate around walls and other obstacles while maintaining pursuit. We invite everyone to explore the new content and experience the extensive character, combat and gameplay changes introduced with Season 22 Part 1-1. Test Versions The test version is available only for Customers who upgraded their SeasonPass to level 13. All test versions are limited in time and will be shut down after the launch of the official release. Limiting the test version to actual holders of the required SeasonPass helps prevent Customers without the required pass from running early test versions on live servers, which previously had a negative impact on the MU market and its community. SeasonPass The SeasonPass 7-12 levels are currently available at a reduced price of up to 35% off. The promotion is available until 20.10.2026. To purchase or upgrade your SeasonPass, go to License Manager and select Manage SeasonPass.
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Wizzy started following Server Suite (S22 P1-1)
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Version 22.1.1.0 T
28 downloads
This is x22 series of Server Suite package (S22 Part 1-1). This submission contains Full Server Suite Package of latest stable version for the series and all incremental update packages releases within the series. Summary of reported and resolved issues is provided in change-log and per specified version in the Bug Tracker If you want to be notified of further updates on this submission, make sure to follow it by clicking follow button at the top-right. CONFIG CHANGES: x22-P1-1 Interested in participating in DEV and help testing BETA releases? Check for TEST versions availability trough versions tracker. Relevant notes are attached directly to relevant TEST version.From €580.00 -
Wizzy started following Release 21.2.3.7 S3
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[HOT] Attack speed check: new mode on the client's own timing, AntiHack.ini [AntiHack] SpeedHackTableMode [HOT] Agility fix: applied per skill, end-of-attack skills keep their effects at high attack speed [ADD] Attack speed check: AntiHack.ini [AntiHack] SpeedHackData options for the new mode [ADD] Agility fix: Common.ini [General] AgilityBugFix<Class> 0 adjusts to each skill automatically [ADD] Personal store: Muuns can be sold, Common.ini [PersonalStore] AllowMuunItems (database 2.4.2) [ADD] 3D Camera plugin: config.ini [Graphics] PlateMinScale, smallest name plate size (100 = no scaling) [ADD] 3D Camera plugin: config.ini [Graphics] PlateHoverFullSize, full size name plate under the cursor [ADD] JoinServer: log entry for an account that is already connected during a map server move [MOD] Attack speed check: AntiHack.ini options described in the order they are set up [MOD] Agility fix: new recommended AgilityBugFix values in Common.ini (or 0) [FIX] Attack speed check: the table counted attack speed above the class maximum of CalcCharacter.ini [FIX] Attack speed check: a shield or orb alone was not treated as bare hands [FIX] Attack speed check: attacks right after entering the game used an unset table row [FIX] Map server move: a client still finishing the move could be disconnected [FIX] Map server move: the move counted against the IP/HWID connection limits [FIX] Map server move: a refused move left the account logged in [FIX] Reconnect: sometimes never reconnected [FIX] Reconnect: a late attempt could drop a player who had already reconnected [FIX] Reconnect: short client freezes on the character list and from an error box [FIX] Muun evolution: the evolved Muun with a set period lost its end date [FIX] Cash shop and limited commands: Muuns went to the main inventory instead of the Muun inventory [FIX] Starter inventory and limited commands: wrong period on Muuns [FIX] Earring and 4th/5th wing option count limits were not applied [FIX] Client crash in the mix window after a character info refresh [FIX] Notices containing % could crash the client [FIX] NPC names and speech bubbles showed "Conversion failed" with a non UTF-8 Lang.mpr [FIX] Missing characters of some languages in the new UI (fonts_all.swf) [FIX] Bonus Command from items and effects was not shown [FIX] HUD showed a wrong maximum AG above 65535 [FIX] HUD HP bar did not show the poisoned state [FIX] Used stat fruit count could be overwritten by an item time notice [FIX] Switch UI: the Ctrl+F window closed after death
- Yesterday
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Osoow joined the community
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you can create your own event using Lua API & Lua UI plugin.
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Since 21.2.3.6 the 4th debuffs are no longer a performance issue. We optimized them.
- Last week
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doanace joined the community
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r3xi joined the community
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Thaicom05 joined the community
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znn95 joined the community
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thienvu290991 joined the community
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Request for a client-side LuaUI API to read the actual game viewport size
mantianfei commented on mantianfei's Idea in General
You can try using the demo files provided by IGC at 1024x768 and 1280x720 resolutions; you will notice that the UI becomes severely distorted. -
Request for a client-side LuaUI API to read the actual game viewport size
xxcaozxx commented on mantianfei's Idea in General
Interesting. I have several custom LuaUI modules and I haven't encountered this issue. I keep the whole layout, images and button hitboxes in the native 640x480 LuaUI canvas, using window-relative coordinates/anchors, without trying to detect the real game resolution. They stay correctly aligned for me across 4:3, 16:10 and 16:9. Maybe the difference is how the images are being rendered/scaled? Are you using UI.RenderImage directly on screen coordinates, or the LuaUI window/control system? -
jeankx9 joined the community
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Hello IGC team, We are developing a custom menu using LuaUI. The UI is designed on the 640×480 canvas, but its background images and icons become horizontally stretched when the game runs in different aspect ratios, such as 4:3, 16:10, and 16:9. We need to preserve their proportions while keeping the visual positions and mouse hitboxes aligned. UI.ScreenWidth() and UI.ScreenHeight() return the LuaUI canvas size (640×480), not the actual game viewport size. In our tests, UI.Scale() also returned 0.50 at all three aspect ratios. Client-side Lua cannot use io.open to read the launcher’s LauncherOption.if file. Could you provide a read-only client-side API such as UI.GetViewportSize(), returning the width and height of the actual game rendering area? An API returning the viewport aspect ratio would also work. The name is only a suggestion. The returned dimensions should exclude the Windows title bar and window borders. If DPI scaling affects the values, it is fine to return logical dimensions, provided the width and height use the same units and their ratio is correct. Please document the units and when the API becomes available to LuaUI. For example, the API should let Lua distinguish 1024×768 (4:3), 1280×800 (16:10), and 1280×720 (16:9). We can then adjust the background, icons, button positions, and mouse hitboxes together in Lua. Our launcher sets the window size before the game starts, and the window cannot be resized while running. Therefore, being able to read the viewport size once after LuaUI initializes is sufficient for us. A resolution-change callback would be useful, but is not required for this request. Does the current client already have an equivalent API? If not, would you consider adding one and providing a short Lua usage example? We only need to read the viewport dimensions; we are not requesting file-system access. Thank you!
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THIAGO CANATO joined the community
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I would like to share my personal experience with IGCN Season 6. Before purchasing these files, I tested and worked with several other Season 6 alternatives. Some offered many custom features, but in my experience they often moved too far away from the classic MU Online concept or were not stable enough for the kind of serious project I wanted to build. At first, I had high expectations for IGCN Season 6 because of IGCN's reputation. During my testing I found some issues, and some fixes naturally took time. However, after following the updates and Bug Tracker, my experience has been positive. The important thing for me is that reported problems are actually investigated and fixed properly, instead of applying quick fixes that may create new problems elsewhere. Another thing I really appreciate is that classic does not mean limited. IGCN Season 6 has a huge amount of internal configuration and some options I have not seen in other files. You can customize many aspects of the server, from small details to important gameplay and balance changes. This allows you to create a unique server without losing the original Season 6 foundation. There are also optional plugins and Lua scripting possibilities for administrators who want additional functionality. Some of these options have an additional cost, but that is completely optional and allows each administrator to decide how far they want to customize their project. Personally, my priority is simple: a classic, stable and reliable Season 6 that respects the original MU Online experience, with the freedom to customize it when necessary. IGCN is giving me exactly the kind of foundation I was looking for. I am still testing and preparing my server before its official launch, but I am happy with the progress and with the recent attention being given to Season 6. For anyone who is unsure about purchasing these files and is looking to build a serious classic Season 6 project, based on my experience so far, IGCN Season 6 is an excellent alternative that I can confidently recommend. I hope the team continues improving Season 6, fixing reported issues and considering community suggestions. 👍
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naruto2198 joined the community
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Hello, im getting plenty of reports from players who accidentally double click and purchase items twice and then ask for refund. Please add a confirmation window like Are you sure you want to buy this item? Yes/No to avoid spending time on refunding players.
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Spoke123 changed their profile photo
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[HOT] Performance: FPS is now stable and holds close to 25 FPS [ADD] A message when fontconfig.txt names a font the font library does not carry [ADD] Custom Maps & Monsters: Three more render flags: CHROME9, MULTIPLY, HEIGHT_CLIP [ADD] Custom Maps & Monsters: Custom NPC support (can work with LuaUI) [ADD] Custom Maps & Monsters: Optional IsNpc and NpcType attributes for custom indexes in MonsterList.xml [MOD] Custom Maps & Monsters: Updated documentation (Wiki) [MOD] Berserker and Darkness life cost moved to Lua (RegularSkillCalc.lua), SkillSettings.ini keys removed [MOD] MonsterList.xml now describes its attributes [FIX] GameServer froze when some Legendary set item option settings were wrong [FIX] Fog stayed on the character select screen after leaving a map that has it [FIX] Player chat bubbles scaled with the camera zoom [FIX] Move to maps located on Instance server was not possible
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1. BC bug was fixed while ago. make sure you updated your monster spawns with released updates. 2. IT should work, nobody reported any issue 3. VIP expiration cannot cause mass DC. This is misleading statement. There should be bug report created for the case and logs should be attached, so we may identify reason of DC. VIP expiration cause DC of specific character and this is how it works (and will be) since always on every Season and never was a reason of complaints.
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Any update after 5 years? I saw Mu Dragon Havoc is so good at mobile. AFK and pvp damn good. Not sure if it's derived from mu origin. But some others look like pc mu online so crap (in my opinion) and not easy to control. not sure if I missed another recent topic 😊😊
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I don't know what to say at this point. I'm a customer who returned market after 6 years. Some players demand new features such as putting jewels to chaos machine by right click, 60FPS, anti lag blabla. But when I tested improved client mu servers, it looks so different, so much customized. Not like mu 😔 What I would expect from IGCN is more stability on main features after 6 years gap in season 6. I saw they rebuilt their all file structures which is nice to find all configs in same Data folder. Gameserver never crashed far now. But the bugs like bc 8 not finish, IT event is not working, VIP expirations cause server wide dc (not confirmed by IGCN yet), 380 item upgrades fail and stuck in chaos machine. These bugs are surprising in the year 2026. I love IGCN because they have strong work discipline and result oriented development team. They are still here and care what every customer says. IGCN is like Apple of mu online development in my opinion. And my expectation from this team is bugless, stable files that I can run my server with no issue for years. I don't want to worry or face a new issue after every update. I would recommend extra attention on any update which may cause server wide problems such is disconnect and client crashes. Please check my downloads page > troubleshooting section https://hellyeahmu.co.uk/MuOnline/Downloads so many reported issues from players related to client. And many people can't even play because of windows defender block IGC.dll. A solution on client with this would be revolutionary for IGCN I would say. Also classic interface must definitely be protected in the future if they do new features with client side. Thanks for everything IGCN ❤️❤️ I made my dreams real with you guys 🥳
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Please add in config.ini a setting that will permanent remove those miserable debuff circles that are decreasing the game performance in spot and boss hunts. Many players do not want to use shift+2 but hate those effects due to huge performance loss in spots and boss hunts.. These debuffs spawn with 10k debuff resistance monster settings so you literally cannot avoid them without shift+2, there should be alternative. Also they spawn in bosses with 10k debuff resistance even though they may not have effect, they spawning which is not normal and ive reported it 2 times in the past.. Imagine 10 players attacking a boss and spawning many debuff circle effects, its a nightmare. @Wizzy
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Klasik Networks changed their profile photo
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Novomundo changed their profile photo
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Hello. While working on a new service, I've found that the callback "onShopBuyItem" doesn't work with the RUUD shop. I thought this callback could work with any shop. 😭 Please add an opportunity for onShopBuyItem to work with the RUUD shop as well. Thank you!
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FineMax changed their profile photo
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Custom Maps & Monsters: Build Your Own Worlds and Bosses in Pure Lua A new plugin for the LuaAPI ecosystem. New playable worlds and monsters from your own models, scripted entirely in Lua. Adding a world or a monster of your own to MU used to mean the same thing every time: a client developer, map limits hardcoded in the binary, and a fresh build for every model and every effect. Custom Maps & Monsters takes that wall down. Register a world, put your own models on monsters and NPCs, and give both a Lua script that runs every frame. No client patching, no rebuild. What it is Custom Maps & Monsters adds two things the client was never built for: playable worlds above the original map range, and monsters drawn from your own models. Both are configured from encrypted files, and both can be scripted in Lua. The plugin is what brings a world into the game - it does not draw one. Worlds are made and edited in MU World Creator, which is also the only way to generate a mini-map for them. Worlds the client never shipped with Register a map and it behaves like any other: warps, gates, spawns, its own music. From there a per-frame Lua script owns everything you see. Scenery animation: scrolling water, breathing lava, smoke vents, anything you can drive per frame Weather: written in Lua, from drifting snow to storms with lightning Distance fog: per map, with the sky behind the terrain matched to it Object culling: scenery past the fog is skipped, and fades out instead of popping Fading roofs: buildings open over the player, from a table or from a script Ambient sound and birds: placed slots and flocks, driven from the same script Fog and culling work on the original maps too, not only on new ones. Monsters from your own models Your own .bmd models on monsters and NPCs: scaled, tinted and lit A second render pass: glows, beams and crystals drawn over the body Attack effects: your own, or borrowed from any monster the client already has Player skills on monsters: the client draws its half, your script adds the rest Per monster: weapon slot, move speed, sound actions and render flags Built for fast iteration While the server grants dev mode to your account, the same folders load plain .lua and a console shows script errors as you work. The API is identical either way, so you develop in .lua and ship .gsc. Scripts and terrain are packed with your own 32-character key, so players load your work but can never read, copy or edit it. See it working The plugin ships with a finished map and boss you can put on your server as they are: the town of Lost Land of Tarkan and the Pharaoh boss. Beside them sit two reference builds, there to be read and copied from: Tarkan Copy, world 160 — a copied world, registered, with its scenery and weather scripted Hydra, monster 2498 — a custom model with a second render pass, lights and attack effects Every page of the documentation builds on those two rather than inventing a new toy, and both can be deleted without breaking anything else. One tool in the box IGC File Encrypt — packs terrain, scripts and config files for a live client, and renumbers a copied world in one pass Where to buy? The Custom Maps & Monsters plugin can be purchased from our store. Availability and documentation Full step-by-step documentation - from registering your first world to monster skills and the wire format — is on the wiki. Screenshots
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[HOT] Performance improvements: ShadowMode, ShadowAlpha and ShadowStencil keys in config.ini [HOT] Added description of available keys in config.ini [HOT] Introduced Custom Maps & Monsters plugin Custom worlds and monsters driven by per-map Lua scripts in an isolated client-side state Custom map/town: Lost Land of Tarkan Custom Boss: Pharaoh Terrain and scripts can ship encrypted with LuaGameScriptKey (.xtt/.xap/.xbj, .gsc); dev mode reads the plain files instead Map and monster registration read from CustomMap.xdc and CustomMonster.xdc Reference worlds 160 (Tarkan Copy) and 199 (Lost Land of Tarkan), reference monsters 2498 (Hydra) as examples of possibilities Per-monster weapon slot, move speed and sound actions; monster skills Distance fog and object culling, on any map with a Fog row - original maps included; config.ini [Graphics] Fog and Culling Objects fade out into the fog instead of popping out of view Configuration section in PluginSettings.ini [HOT] 3D Camera plugin improvements Name plates and HP bars scale with the distance from the camera Damage numbers turn with the camera instead of staying on the default yaw [MOD] Updated IGC File Encrypt tool: Custom maps mode for terrain and scripts, Map number mode for renumbering a copied world [ADD] Lua API: onMapMoveRequest callback, with the MoveReq.xml entry the player asked for [ADD] Lua API: onShieldEffectSend callback takes over the shield (SD) break effect [ADD] Lua API: Monster.IsGroupRegenLiveBossState and Event.GetRemainTime [ADD] Auto refill of HP and MP on entering the game - CalcCharacter.ini [General] RefillHPMPOnJoinGame [ADD] Switch for wizard ring durability loss, Common.ini [General] DisableDurDownWizardRing [ADD] Auto save of monster kill count, MonsterKillCount.xml SaveDelay, in seconds [FIX] Auto reset could shut itself off in one scenario [FIX] Daily reward could be granted twice [FIX] Monster skill durability effect reduced the durability of period items [DELETE] Performance mode switch has been removed from ServerInfo.xml (BMD) and config.ini
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Then can you please say what the actual limit is?
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Added in next release.
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Added Lua API callback (onShieldEffectSend) to control effect in next release.
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Not possible for now due to game client limits.
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We will add option in future release.
