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stsfriendlyminions's Issues

Remove protection/private on some variables, please

In AbstractFriendlyMonster, MinionMoveGroup moves is protected. However, in cards you may desire to modify or adjust the display of moves, which makes this awkward to access.

Likewise, in MinionMoveGroup, ArrayList moves is private.

My specific use case is, I have a card for which I wish to reset the moves of a minion. Instead of simply calling moves.move.clear(), I must now use reflection or subclass AbstractFriendlyMonster to Instantiate a completely new MinionMoveGroup, both of which are clunky solutions.

While making a 'clearAllMoves' function is probably your first thought, I submit that there may be other reasons besides clearing for which people may wish to access these fields. Such as reordering moves, modifying existing moves on the fly, etc. Thus, making them public hurts no one and would be of great help.

The Transient nightmare

I am not sure if it is intended or not, but when I summoned the minion during the Transient fight, it started partially tanking his atk debuffs. Insult to injury, the "will receive the lost attack at the end of the turn" effect was retained by the Transient regardless of who received the debuff, resulting in 100+ damage on not even the final attack.
Also, if it is not the fault of this mod, but rather the one that implemented the particular minion, I am sorry, I just saw the part about minions being able to be chosen for debuffs in the description.
The mod in question is The Mystic, the card Summon Fox.

Update version in pom.xml

Your version field still reads '0.1', instead of '0.0.4'. It's a bit confusing. In your next release, would you update it to match the Github release number?

Minions that die() because of their powers throw an exception

If a minion dies because of their own actions or powers the game throws an exception.
This is because the minion triggers a ArrayList.remove() action while in the middle of that a ArrayList.forEach loop, making the loop break because of a missing minion.

Can be reproduced by adding the following to a child of AbstractFriendlyMonster:

@Override
    public void applyEndOfTurnTriggers(){
        this.die();
        super.applyEndOfTurnTriggers();
}

This can be prevented by:

  1. Using iterators instead of a forEach loop
  2. Removing the removeMinion() function in the die() function
  3. If a creature is marked isDead , remove it at the end of the iterator loop

I have already made a branch for this, if you allow me to push it you can review and add it to the code.

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