Class OverkillSpell

All Implemented Interfaces:
Serializable, HasDesc<SpellDesc>

public class OverkillSpell extends DamageSpell
This spell implements the new Overkill mechanic introduced in Rastakhan's Rumble. It's meant to happen when something kills a minion by dealing more damage than it has health.

The spell can serve both as a DamageSpell if it has a SpellArg.VALUE in its spelldesc, or just simply as a way to simply check the state of a minion and fire the spell appropriately

Example: on a minion with "Overkill: Draw 2 Cards":

   "trigger": {
     "eventTrigger": {
          "class": "DamageCausedTrigger",
       "hostTargetType": "IGNORE_OTHER_SOURCES"
     },
     "spell": {
       "class": "OverkillSpell",
       "spell": {
         "class": "DrawCardSpell",
         "value": 2
       }
     }
   }
 
Example: on a Spell with "Deal 3 damage. Overkill: Summon a 5/5 Devilsaur."
   "spell": {
     "class": "OverkillSpell",
     "value": 3,
     "spell": {
       "class": "SummonSpell",
       "card": "token_devilsaur"
     }
   }
 

If the desc has the SpellArg.EXCLUSIVE arg set to true, the excess damage will be passed into the spell's SpellArg.VALUE

See Also:
  • Constructor Details

    • OverkillSpell

      public OverkillSpell()
  • Method Details

    • 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.

      Overrides:
      onCast in class DamageSpell
      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: