🩸 FIX: BLOOD CASTLE STATUE OF SAINT BUG EFFECTS 🩸Corrected Visual Effects and Death Animation for BC Statue━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 📋 Description:This fix resolves visual effect bugs with the Blood Castle Statue of Saint (MODEL_MONSTER01 + 60). The statue now displays proper death effects, stone coffin particles, and chrome/metal rendering without glitches.
✨ Features:-
Proper Death Animation - Statue dies correctly with effects
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Stone Coffin Effect - Particles render when statue is destroyed
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Chrome & Metal Rendering - Beautiful metallic effects on statue
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Sound Effects Fix - Gate destruction sound plays correctly
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Timing Control - 1000ms delay for smooth effect transitions
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Object Cleanup - Properly removes statue object after death
🎯 What This Fixes:- Statue not disappearing after death
- Missing stone coffin particle effects
- Chrome/metal effects not rendering
- Death animation glitches
- Sound effects not playing
- Objects remaining in scene after destruction
💻 The Problem:The original code didn't properly handle the death state and visual effects for the Blood Castle Statue of Saint. This caused the statue to remain visible after being destroyed, missing particle effects, and incorrect rendering states.
(Preview of corrected Blood Castle Statue effects) 🔒 SOURCE CODE (Reply/Like to Unlock)Spoiler for Hiden:
COMPATIBLE WITH PUBLIC RELEASE
⚠️ IMPORTANT: Backup your files before making any changes!
📄 File: Zzzobject.cppFind:else if (o->Type == MODEL_MONSTER01 + 60)
Replace the entire block with:
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📝 Technical Breakdown:Death State Handling:if (o->CurrentAction == MONSTER01_DIE || (WorldTime - o->InitialSceneTime) < 1000)
- Checks if statue is in death animation
- Also triggers during first 1000ms of initialization
- Ensures smooth transition effects
Object Cleanup:if (o->CurrentAction == MONSTER01_DIE)
{
o->Live = false;
}
- Sets the object's Live flag to false
- Allows proper removal from scene
- Prevents ghost objects
Visual Effects:PlayBuffer(SOUND_HIT_GATE2);
b->RenderMeshEffect(0, MODEL_STONE_COFFIN);
- Plays gate destruction sound
- Renders stone coffin particle effect
- Creates dramatic death sequence
Normal Rendering:When statue is alive, it renders with three layers:
1. Base texture rendering
2. Chrome effect (bright white glow)
3. Metal effect (blue metallic sheen)
✅ Testing:After implementation, test the following:
1. Enter Blood Castle event
2. Attack the Statue of Saint
3. Verify death animation plays smoothly
4. Check stone coffin particle effects appear
5. Confirm sound effect plays on destruction
6. Verify statue disappears after death
7. Check chrome/metal effects display correctly when alive
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🎨 Visual Effects Explained:Chrome Layer:Vector(1.f, 1.f, 1.f, b->BodyLight);
b->RenderBody(RENDER_BRIGHT | RENDER_CHROME, ...);
Creates a bright white metallic shine effect
Metal Layer:Vector(0.3f, 0.3f, 1.f, b->BodyLight);
b->RenderBody(RENDER_BRIGHT | RENDER_METAL, ...);
Adds a blue-tinted metallic finish
These layers combine to create the iconic Blood Castle statue appearance!
💬 Benefits:✅ Proper Death Handling - Statue correctly disappears after destruction
✅ Visual Polish - Beautiful particle and rendering effects
✅ Audio Feedback - Sound effects play correctly
✅ Performance - Objects properly cleaned up from memory
This fix enhances the Blood Castle experience significantly!
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━✅ This fix is provided FREE to the communityUse it, test it, improve your Blood Castle event with it. Real developers share solutions.
💬 Support:If you encounter any issues or need help with implementation, feel free to contact us.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━💻 CUSTOM CODING SERVICES AVAILABLEWe offer coding projects of any kind, any time!Need custom features, systems, or modifications? Contact us for professional MU development services.━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━📞 Contact UsZytrous: Discord: Zytrous#2671 | WhatsApp | Facebook
Phanh: Discord: phanhxinh_97 | discord.gg/mupegasus
"Quality fixes for quality events. Blood Castle never looked better."
- Zytrous & Phanh | PegasusXElev8Games Team