Class AddDeathrattleSpell
- All Implemented Interfaces:
Serializable,HasDesc<SpellDesc>
- Direct Known Subclasses:
AddDeathrattleSecondaryAsTargetSpell,AnobiiSpell,CopyDeathrattleSpell,ElorthaNoShandraSpell,RafaamThiefSpell
SpellArg.SPELL to the SpellArg.TARGET or target.
If the target is a Card, the deathrattle will be added to the resulting actor when the minion is brought into
play. To add an effect that occurs when a card is removed from the hand, use an AddEnchantmentSpell with a
DiscardTrigger.
Deathrattles are equivalent to an AddEnchantmentSpell with a MinionDeathTrigger, TargetType.IGNORE_OTHER_TARGETS.
Minions removed peacefully with GameLogic.removePeacefully(Entity) do not trigger deathrattles.
All weapon removals trigger deathrattles, whether by replacement, destruction or by depleting their durability.
Deathrattles resolve from the Spellsource.ZonesMessage.Zones.GRAVEYARD. However, the SpellArg.BOARD_POSITION_ABSOLUTE argument
is set to where the minion used to be.
If a SpellArg.VALUE is specified on this spell, it will be computed at the time the effect is applied and
copied onto the sub-spell.
For example, to give a minion a the deathrattle, "Resummon this minion,":
{
"class": "AddDeathrattleSpell",
"spell": {
"class": "ReviveMinionSpell",
"target": "SELF"
}
}
Many jail effects, like "Battlecry: Choose a minion. Deathrattle: Summon a copy of it" require "storing" a reference
to an entity. Use AddDeathrattleSecondaryAsTargetSpell for this effect. Or, to implement it in code, create a
new class that extends Spell and implement its onCast method to create a new deathrattle spell. For
example, to implement the text "Battlecry: Choose a minion. Deathrattle: Summon a copy of it:"
SpellDesc summonDesc = new SpellDesc(SummonSpell.class);
// The target is the minion chosen by the battlecry. It gets baked in here.
summonDesc.put(SpellArg.TARGET, target.getReference());
SpellDesc addDeathrattleSpell = AddDeathrattleSpell.create(EntityReference.SELF, summonDesc);
SpellUtils.castChildSpell(context, player, addDeathrattleSpell, source, target);
Observe that the target reference gets baked in and a deathrattle is added to the casting minion by this
battlecry, as opposed to setting the "deathrattle" field on the minion's card JSON.-
Nested Class Summary
Nested Classes -
Constructor Summary
Constructors -
Method Summary
Modifier and TypeMethodDescriptionstatic SpellDescstatic SpellDesccreate(EntityReference target, SpellDesc deathrattle) Creates this spell to add the specifieddeathrattleto the target.protected voidImplementations ofonCastare the meat-and-bones of a spell's effects.Methods inherited from class net.demilich.metastone.game.spells.Spell
cast, castForPlayer, checkArguments, getDesc, isNativeStateful, setDesc, toString
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Constructor Details
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AddDeathrattleSpell
public AddDeathrattleSpell()
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Method Details
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create
Creates this spell to add the specifieddeathrattleto the target.- Parameters:
target- The target entity referencedeathrattle- The spell to cast when thatActordies.- Returns:
- A spell instance.
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create
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onCast
protected void onCast(GameContext context, Player player, SpellDesc desc, Entity source, Entity target) Description copied from class:SpellImplementations ofonCastare the meat-and-bones of a spell's effects. This should actually call a variety of methods inGameLogic, generate cards usingSpellUtils.getCards(GameContext, Player, Entity, Entity, SpellDesc), interpretSpellArgkeys in thedesc, etc.Observe that subclasses of
Spellmostly just need to implement this function. Also, observe that instances ofSpellare stateless: all the state is provided as arguments to this function.- Specified by:
onCastin classSpell- Parameters:
context- The game contextplayer- The casting playerdesc- The collection ofSpellArgkeys and values that are interpreted by the implementation of this function to actually cause effects in a gamesource- The entity from which this effect is happening (typically a card or a minion if it's a battlecry).target- The particular target of this invocation of the spell. When a spell hits multiple targets, like an AoE damage effect, this method is called once for each target in the list of targets.- See Also:
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