Class BuffSpell
java.lang.Object
net.demilich.metastone.game.spells.Spell
net.demilich.metastone.game.spells.RevertableSpell
net.demilich.metastone.game.spells.BuffSpell
- All Implemented Interfaces:
Serializable
,HasDesc<SpellDesc>
- Direct Known Subclasses:
BuffHeroSpell
,BuffLeftmostMinionInHandSpell
,GainArmorSpell
,GainStatsOfHighestCostMinionSpell
,StealHealthSpell
,VileIntentSpell
Gives the
target
a stats boost of either *+ SpellArg.VALUE
/ + SpellArg.VALUE
) or (+ SpellArg.ATTACK_BONUS
/ + SpellArg.HP_BONUS
). If the target is a Hero
, like EntityReference.FRIENDLY_HERO
, SpellArg.ARMOR_BONUS
will give the hero armor.
If a ModifyBuffSpellAura
is in play and matches the source
,
this effect will add the aura's specified attack and HP bonuses to the buff given by this spell only if the
buff spell has the specified key.
- If this spell has
SpellArg.VALUE
, both the aura'sAuraArg.ATTACK_BONUS
,AuraArg.HP_BONUS
andAuraArg.VALUE
values will be used. - If this spell has
SpellArg.ATTACK_BONUS
, the aura'sAuraArg.ATTACK_BONUS
will be used. - If this spell has
SpellArg.HP_BONUS
, the aura'sAuraArg.HP_BONUS
will be used AuraArg.VALUE
is always added.
ModifyBuffSpellAura
is in play, this effect sets the GameValue.SPELL_VALUE
retrieved by
GameValueProvider
(1) to the HP bonus specified on this
effect when querying the aura for the amount of additional HP bonus to apply, and then (2) to the attack bonus
specified on this effect when querying the aura for the amount of additional attack bonus to apply.
For example, this trigger implements "Whenever you cast a spell, gain Armor equal to its Cost:"
"trigger": { "eventTrigger": { "class": "SpellCastedTrigger", "sourcePlayer": "SELF" }, "spell": { "class": "BuffSpell", "target": "FRIENDLY_HERO", "armorBonus": { "class": "ManaCostProvider", "target": "EVENT_TARGET" } } }Observe that the
"armorBonus"
can be a ValueProvider
.
Or, in this example "Battlecry: Shuffle a friendly minion into your deck and give it +3/+3.":
"battlecry": { "targetSelection": "FRIENDLY_MINIONS", "spell": { "class": "ShuffleMinionToDeckSpell", "spell": { "class": "BuffSpell", "target": "OUTPUT", "attackBonus": 3, "hpBonus": 3 }, "howMany": 1 } },Here, the target is
EntityReference.OUTPUT
, which refers to the card that was shuffled into the player's
deck, and the bonuses are expressed as integer values.
Weapons will interpret the HP bonus as a benefit to durability. For example, "Give your weapon +1/+1":
"spell": { "class": "BuffSpell", "target": "FRIENDLY_WEAPON", "attackBonus": 1, "hpBonus": 1 }
- See Also:
-
Constructor Summary
Constructors -
Method Summary
Modifier and TypeMethodDescriptionstatic SpellDesc
create
(EntityReference target, int value) static SpellDesc
create
(EntityReference target, int attackBonus, int hpBonus) static SpellDesc
create
(EntityReference target, ValueProvider attackBonus, ValueProvider hpBonus) protected SpellDesc
getReverseSpell
(GameContext context, Player player, Entity source, SpellDesc desc, EntityReference target) protected void
Implementations ofonCast
are 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
-
BuffSpell
public BuffSpell()
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Method Details
-
create
-
create
-
create
public static SpellDesc create(EntityReference target, ValueProvider attackBonus, ValueProvider hpBonus) -
getReverseSpell
protected SpellDesc getReverseSpell(GameContext context, Player player, Entity source, SpellDesc desc, EntityReference target) - Specified by:
getReverseSpell
in classRevertableSpell
-
onCast
protected void onCast(GameContext context, Player player, SpellDesc desc, Entity source, Entity target) Description copied from class:Spell
Implementations ofonCast
are 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)
, interpretSpellArg
keys in thedesc
, etc.Observe that subclasses of
Spell
mostly just need to implement this function. Also, observe that instances ofSpell
are stateless: all the state is provided as arguments to this function.- Overrides:
onCast
in classRevertableSpell
- Parameters:
context
- The game contextplayer
- The casting playerdesc
- The collection ofSpellArg
keys 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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