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(MUA) Trigger Limit + Other Limit Stats

Started by Outsider, October 02, 2025, 08:50PM

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October 02, 2025, 08:50PM Last Edit: January 02, 2026, 02:01AM by Outsider
What's up! THE OUTSIDER here, giving you guys and gals a breakdown of the game's limits that you can find based on my research. First things first, if you have the 36 or 50 Roster Hack, press F6 at anytime to toggle on/off Debug Mode (done by Nikita488). With it, you can do many things, but this tutorial is on the various limit statistics.




TRIGGER LIMIT:
The trigger limit is the main issue that causes some glitches if going over it when using your team of four characters while playing the game. So it's important to know how to locate the count of your chosen team. Here's how you do it:

Choose the four characters you want and enter the game. During gameplay, press F6 to toggle on the debug mode. You'll see various lists with drop-down arrows, and you can move each list to wherever you want and shorten or extend their sizes. I prefer to have them all up at the top. (In the picture below, I am using Mortal Kombat warriors Liu Kang, Kung Lao, Sonya and Johnny Cage from the MKUA roster.)



Next, go to where it says "Limit Statistics." Then, scroll in that menu down to where it says "Requires" and click on where it says "Node/Event Statistics."



Here, you will see all kinds of information, including the fightmove counts (nodes) and trigger counts (events) for the stage (zone) you're playing at, and for your chosen four characters. Trigger count is the one that matters most because some character mods when teamed together can go over that game limit, leading to game glitches, slowed movements, deformed effects, etc.

The overall trigger limit is 1520, so be mindful of that. View the Hero: part to see the fightmove counts (nodes) and trigger counts (events). 250 is the maximum trigger count for a generally good mod, but obviously the lower the trigger count a character mod has, the better. A character mod with a trigger count higher than 250 is considered a "trigger heavy" mod. Characters such as :venom: Venom and :nightcrawler2: Nightcrawler are considered trigger heavy and will cause problems in teams of four, but not in teams of three.  When looking at the trigger count, a character mod's internal name will be shown. (Ex. "lkang" for Liu Kang.)



As you can see, none of these four characters are over 250 -- in fact, three of them are not even at 100, so this team of four will not cause any problems in the game. And if you look at Triggers:, you'll see the number says 729/1520, so it's fine. That's what to aim for -- not going near or over that limit.

Keep in mind that shape shifters such as :mystique: Mystique or Shang Tsung will generally go over 250, but should team with most characters just fine. Also note that sometimes the trigger count will shift a bit higher or lower depending on what stage you're playing at. Stages such as Murderworld and Mephisto's Realm are heavier and may need teams of three instead of four, depending on who you got.




GAME LIMITS:

Now there are other limits to be mindful of, and you can view these even at the character select screen. Press F6 to turn on the debug mode, and go to Limit Statistics. Here are some of the limits you will find:

Stats: This is the combination of all playable characters on your roster and any NPCs on a given stage. Its limit is 63. So, if you're playing with the 50 Roster Hack, then it will load all 52 spots (50 heroes + "defaultman" & "team_character" OR 51 heroes + "team_character" -- more on that later), so then the stage you're at must have a maximum of 11 NPCs to avoid going over that limit. Fortunately, Stark Tower has the highest amount of NPCs with 11, so you won't go over. (Modders should keep this in mind before trying to add NPCs anywhere.)

Characters: This is the overall limit of characters in the game, which is 350. This limit is shared between the playable characters found in your Herostat, and the NPCs (non-playable characters) found in the game's NPCStat. In the past, this was the reason why sometimes having 50 or 51 characters on your roster with the Expanded Game (EXG) was risky because you could reach or go over that limit, causing various glitches or even crashes. Fortunately, the EXG recently removed as many as 65 useless or redundant NPCs, eliminating that problem. That is why you see the total of 286 there, which is nowhere near that limit. If you're playing with the 50 or 51 characters, but NOT with the EXG however, then you'll need to be very mindful about this limit.




HEROSTAT LIMITS:

Hero: The number of playable characters in your game. The limit is 52. On your herostat is your number of playable heroes, plus "defaultman" (which is a placeholder, but can be replaced with another playable character) and "team_character" (which is used for the MyTeam feature). So 51 is the maximum amount of playable characters you can have, plus the MyTeam feature. This is a hard limit, meaning if you try to put more characters in, the game will crash.

NPC: The amount of NPCs in a given stage. The limit is 13, so HUB stages like Stark Tower can be quite heavy. Fortunately, you won't go over this limit.

Talent Start Info: The amount of special talents listed in the herostat among the various characters. You'll see them start with talent {. The limit is 70. This one is THE RISKY LIMIT when playing with 50 or 51 characters because you could easily go over this limit. Take my Mortal Kombat roster for instance -- you'll see at "Talent Start Info that mine says "70 / 70." I'm at the limit, so I can't put even one more talent. This limit DOESN'T include commonly shared talents such as fightstyle_default, melee moves, might, flight, healing factor, etc. Those are safe.

There is one possible solution when having 50 or 51 characters:  Think about it... every character on the herostat has their first power unlocked because that talent is displayed on the herostat, right? That's a common thing in this game. But since we say when using a roster hack to use the "All Powers" cheat code anyway, one could just eliminate all of those entries from the herostat -- that's 50 or 51 entries gone. Thus we won't have to worry about that limit anymore. And you can turn on this cheat easily by going to the "Cheats" menu, and click on "All Powers." I may do that with this MKUA roster.



Stat Effect: The amount of visible effects seen on your roster's characters listed in the herostat. You'll see them start with StatEffect {. The limit is 36. So modders may want to tread lightly with all the fancy effects at the character select menu when playing with 50 or 51 heroes.

Bolton: The amount of boltons (such as swords, guns, etc.) listed among the characters on your roster. You'll see them start with BoltOn {. The limit is 32. Chances are even with 50 or 51 characters, you're not going to hit this limit, so you'll likely be fine, but be mindful of it.

Multipart: The amount of characters that use skin segments listed for particular skins. You'll see them start with Multipart { in your herostat. The limit is 20, so this one is quite low. Note that it counts characters that use multiparts, not the actual number of multiparts. So, if one character is using three Multiparts in their herostat entry, it still counts as one. So, you can't have 21 characters with skin segments, or you'll see some parts mess up.


Keep these limits in mind, because if any of them go over, then some of your later characters can have glitches such as effects or boltons missing, all of their skin segments showing, some powers or skills not working, etc.





As more information comes in on these limits, I will update this tutorial accordingly. Hope this helps.