Class ModifyDamageSpell

java.lang.Object
net.demilich.metastone.game.spells.Spell
net.demilich.metastone.game.spells.ModifyDamageSpell
All Implemented Interfaces:
Serializable, HasDesc<SpellDesc>

public class ModifyDamageSpell extends Spell
Modifies the amount of damage that is currently about to be dealt.

The expression for the modification is DAMAGE OPERATION VALUE. In other words, if SpellArg.OPERATION is AlgebraicOperation.ADD, the damage is 2 and the value is 4, the new damage will be 2 + 4 = 6.

Several triggers cast their spells at the right moment to modify damage. For example, a common trigger is a PreDamageTrigger, for text like "Your minions can only take 1 damage at a time":

   {
      "eventTrigger": {
        "class": "PreDamageTrigger",
        "fireCondition": {
          "class": "OwnedByPlayerCondition",
          "targetPlayer": "SELF"
        },
        "targetEntityType": "MINION",
        "targetPlayer": "SELF"
      },
      "spell": {
        "class": "ModifyDamageSpell",
        "value": 1,
        "operation": "SET"
      }
   }
 
Or, for example, the FatalDamageTrigger is useful for text like "When your hero takes fatal damage, heal for the amount instead.":
   {
     "eventTrigger": {
       "class": "FatalDamageTrigger",
       "sourcePlayer": "BOTH",
       "targetEntityType": "HERO",
       "targetPlayer": "SELF"
     },
     "spell": {
       "class": "MetaSpell",
       "spells": [
         {
           "class": "ModifyDamageSpell",
           "value": 0,
           "operation": "SET"
         },
         {
           "class": "HealSpell",
           "target": "FRIENDLY_HERO",
           "value": {
             "class": "EventValueProvider"
           }
         }
       ]
     }
   }
 
Finally, to double damage dealt by this minion to heroes:
   {
     "eventTrigger": {
       "class": "PreDamageTrigger",
       "hostTargetType": "IGNORE_OTHER_SOURCES",
       "targetEntityType": "HERO"
     },
     "spell": {
       "class": "ModifyDamageSpell",
       "value": 2,
       "operation": "MULTIPLY"
     }
   }
 
See Also:
  • Constructor Details

    • ModifyDamageSpell

      public ModifyDamageSpell()
  • Method Details

    • create

      public static SpellDesc create(int value, AlgebraicOperation operation)
    • onCast

      protected void onCast(GameContext context, Player player, SpellDesc desc, Entity source, Entity target)
      Description copied from class: Spell
      Implementations of onCast are the meat-and-bones of a spell's effects. This should actually call a variety of methods in GameLogic, generate cards using SpellUtils.getCards(GameContext, Player, Entity, Entity, SpellDesc), interpret SpellArg keys in the desc, etc.

      Observe that subclasses of Spell mostly just need to implement this function. Also, observe that instances of Spell are stateless: all the state is provided as arguments to this function.

      Specified by:
      onCast in class Spell
      Parameters:
      context - The game context
      player - The casting player
      desc - The collection of SpellArg keys and values that are interpreted by the implementation of this function to actually cause effects in a game
      source - 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: