Class ReviveMinionSpell

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

public final class ReviveMinionSpell extends Spell
Reviving a minion, unlike resurrecting it, puts a minion back into the position on the board where it died. The SpellArg.HP_BONUS field must be specified, and this amount of hitpoints is what the target minion's health is set to. The minion is summoned from the base card.

If a SpellArg.SPELL is specified, cast it on the newly revived minion as EntityReference.OUTPUT.

If a SpellArg.SPELL1 is specified, it will be cast BEFORE THE REVIVAL, with the original targeted minion as EntityReference.OUTPUT. This can be useful for the case of ensuring that the exact original minion is revived, not something that it might transform into by killing it. (Interaction between Crazed Cultist and Pavel, Elemental of Surprise)

See Also:
  • Constructor Details

    • ReviveMinionSpell

      public ReviveMinionSpell()
  • Method Details

    • create

      public static SpellDesc create(EntityReference target)
    • create

      public static SpellDesc create(EntityReference target, int hpAdjustment)
    • 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: