- Winner Glow Effects: Bright green glow on both scoreboard and floaters for winners
- Extended Victory Display: 24-second celebration timer before game reset
- Enhanced Visual Feedback: Color-coded glow system (green/yellow/red)
- Victory Text Display: Winner floaters show 'ULTIMATE VICTORY!' and 'ULTIMATE SURVIVOR'
- Timer System Optimization: Dedicated victory timer mode, removed unused timeout system
- Memory Efficiency: Cleaned up unused components for better performance
- Synchronized Celebration: Both scoreboard and floater systems celebrate winner simultaneously
- Visual Priority: Winner glow overrides peril glow during victory celebration
Professional winner recognition system makes victory feel rewarding and celebrated!
Since emojis were not the cause of the syntax error, restoring all visual indicators:
- 👋 for JOIN/LEAVE messages
- ⚠️ for ERROR messages
- ✅ for SUCCESS messages
- 🔧 for DEBUG messages
- 🎮 for GAME messages
- 🔄 for WELCOME messages
- 📨 for script ready message
- 🔊 for verbose logging toggle
- 🔍 for debug logging
Maintains visual consistency with other game scripts while keeping the syntax fix.
- Changed variable name from 'state' to 'stateVal' on line 324
- Updated corresponding reference on line 325
- Eliminates potential reserved word conflict or invisible character issues
- Should resolve LSL syntax error at 324,19
CRITICAL MEMORY FIX: Reduce Main Controller memory usage by delegating string operations
CONTROLLER_MESSAGEHANDLER ENHANCEMENTS:
- Added MSG_OWNER_MESSAGE, MSG_PUBLIC_MESSAGE, MSG_REGION_MESSAGE handlers
- New handleOwnerMessage(), handlePublicMessage(), handleRegionMessage() functions
- Memory-efficient message formatting with type-based templates
- Moved all heavy string concatenation operations out of Main Controller
MAIN CONTROLLER CHANGES:
- Added ownerMsg(), publicMsg(), regionMsg() helper functions
- Replaced memory-heavy llOwnerSay() calls with delegated message functions
- Reduced string concatenation operations in critical paths
- Kept simple direct calls for essential messages only
This architectural change should significantly reduce Main Controller memory pressure
and resolve the persistent Stack-Heap Collision errors.