Class SetAttackSpell
- All Implemented Interfaces:
Serializable,HasDesc<SpellDesc>
target's attack-related attributes such that the result of Actor.getAttack() or Card.getAttack() is equal to the SpellArg.VALUE.
When SpellArg.EXCLUSIVE is true (default), temporary and conditional attack bonuses are removed. This
means that minions with conditional attack bonuses like Tar Creeper (+2 Attack during the opponent's turn) will be
lost by this effect.
When SpellArg.EXCLUSIVE is false, the Attribute.BASE_ATTACK of the target is changed.
This makes it immune to silencing. This may be an appropriate way to implement a Jade Golem effect of increasing base
stats, but is not currently used anywhere.
The Attribute.ATTACK_BONUS of the target is always removed.
For example, to create a one-one copy of all friendly minions, SetAttackSpell is commonly used with
SetHpSpell:
{
"class": "SummonSpell",
"target": "FRIENDLY_MINIONS",
"spell": {
"class": "MetaSpell",
"target": "OUTPUT",
"spells": [
{
"class": "SetAttackSpell",
"value": 1
},
{
"class": "SetHpSpell",
"value": 1
}
]
}
}
To set a target's attack to its current health:
{
"class": "SetAttackSpell",
"value": {
"class": "AttributeValueProvider",
"attribute": "HP"
}
}
To implement "Enrage: +2 Attack", do not use SetAttackSpell.- See Also:
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for the corresponding effect for hitpoints.to make a temporary attack bonus.to add a permanent attack bonus.to implement Enrage effects related to attack bonuses.to enforce a Lightspawn-like effect where the minion's attack always equals its hitpoints after damage effects have been resolved.- Serialized Form
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Constructor Summary
Constructors -
Method Summary
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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SetAttackSpell
public SetAttackSpell()
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Method Details
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create
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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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