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View Full Version : Client vs Host Issue..



Blackfoot
June 6th, 2015, 16:30
I ran into this problem once before and I was never really clear on why it didn't work as expected. It had something to do with OOB messaging if I remember right...

Here's the situation I'm facing currently:
Player Character Sheets in my ruleset make attacks against PCs or NPCs in the Combat Tracker. An Effect is generated through the Damage portion of he attack. (This could be a drain to strength, an entanglement, a blinded condition... whatever) These all work fine when I'm running as the host and performing these attacks, the effect gets applied to the combat tracker and everything is happy. When I log in as a client and test it... it sends the message but no effect is actually applied. I'm thinking this is a privilege issue and that somehow I need to give the client the right to do this... although effects can be applied directly from the spell classes without issue.
The way it's working right now... the player sheet calls the DamageManager and it calls the EffectsManager to add the effect. This is basically using the same code Stabilization. I don't see any special tricks in there to make it work.. so I'm confused.

Trenloe
June 6th, 2015, 16:42
Effects need to be added to the CT by the GM, so this needs to be coded through OOB messaging.


although effects can be applied directly from the spell classes without issue.
This is because OOB messaging is used within the ruleset for this process. See scripts\manager_effect.lua in the 3.5E ruleset. onInit() registers two OOB messaging functions: handleApplyEffect (called from notifyApply) and handleExpireEffect (called from notifyExpire).

Do a search for EffectManager.notifyApply to see how the process of applying effects is started in scripts\manager_action_effect.lua.

Blackfoot
June 6th, 2015, 22:13
Well. Hrm. That pretty well hoses up a ton of stuff I've done. It all looked great from the host perspective.. but now a bunch of stuff is broken in the clients. Oof.