Purpose and supplied version
iBeast Afterdeath Shield grants temporary damage protection after the normal restart flow. The supplied default is 15 seconds; attacking, shooting or offensive splash processing removes it. The visual effect is optional on the client, while the server enforces the protection.

Two variants consolidated into one resource
The collection contains an older copy through v1.0.2 and another whose changelog includes v1.0.3. The older copy uses a global countdown and retains a raw character pointer; its null branch also dereferences the missing character. The supplied v1.0.3 replaces that implementation with the existing managed affect system. This publication uses that newer supplied implementation. This fix belongs to the upstream v1.0.3 changes, not to M2City.
Thirty file contents are identical between the copies. Seven source/changelog files differ and the older desc_manager.cpp hook was removed upstream. No second topic is created for the older variant. Git internals and repository-only attributes are excluded from the download; the v1.0.3 source, effect assets and changelog are retained byte-for-byte. Original archive hashes and the comparison are included.

Integration
Merge the server define and duration, affect type/bit, three CHARACTER helpers, restart call and melee/ranged/splash removal checks. Do not mix v1.0.2 countdown functions with v1.0.3 helpers. The supplied identifiers are AFFECT_AFTERDEATH_SHIELD 486 and AFF_AFTERDEATH_SHIELD 63: confirm both are unused and supported by your branch's affect bitset/packet layout. Reconcile collisions before compiling all affected components.
The protection is implemented at the Damage entry point and therefore is not limited to PvP hits in this copy. Confirm whether environmental/poison damage should be blocked on your server. Keep a positive, bounded AFTERDEATH_SHIELD_DURATION. Review affect save/load and restart behavior so logging out or reconnecting does not grant unintended protection; that policy belongs to your actual affect persistence code.
For the optional visual, merge the feature export and EFFECT_AFFECT+62 registration, then pack the supplied ymir work/effect/shield.mse tree. Preserve relative texturen paths. Reconcile the included Index snippet with your packer's actual index format rather than replacing your full index. The effect is not a server protection mechanism by itself.

Validation limits
All source/instruction files in both variants were compared. All 16 DDS textures decoded and the quoted MSE/MDE texture/mesh references resolve within the supplied tree. The unchanged v1.0.3 helpers compiled with a fake affect store and passed add/remove, repeated-add duration retention, two-character isolation and unrelated-affect preservation. Actual timer expiry, database persistence, login/logout, packet compatibility and game effect rendering were not tested. Exact public upstream release checksum was not established; version attribution comes from the supplied changelog. Owner confirmed redistribution rights; original notices remain.

Editorial resource — M2City
Version: Supplied changelog v1.0.3; exact upstream release checksum/fork unspecified
Rights: Owner confirmed redistribution. Original source/assets/notices retained; no new open-source licence.
Validation: Unmodified supplied v1.0.3 affect helper compiled with a fake affect store. Add/remove, no duration extension on repeated add, isolation of two characters and preservation of unrelated affects passed. Real affect expiry, persistence/login, network flags and rendering were not tested. Sixteen DDS files decoded; effect references resolved.
Source: Supplied iBeast archive, v1.0.3 changelog and comparison with older copy
SHA-256: 8004cb709ba80fc6dda4ef6da99fd47f11996ce9276a293319fcca84177b8767