Class SetAttackSpell

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

public class SetAttackSpell extends Spell
Sets the 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:
  • Constructor Details

    • SetAttackSpell

      public SetAttackSpell()
  • Method Details

    • create

      public static SpellDesc create(int value)
    • create

      public static SpellDesc create(int value, boolean immuneToSilence)
    • 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: