Assassin Subclass - Machine Reference
This page provides machine-readable reference data for the Assassin hero subclass in Remixed Dungeon.
Overview
The Assassin is one of two mastery paths available to the Rogue hero class, specializing in surprise attacks and burst damage. When performing a surprise attack on an enemy that has not seen the hero, the Assassin inflicts additional bonus damage.
Java Classes
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AssasinArmor.java - Class armor for Assassin subclass (note: spelling in code is “Assasin” with one 's')
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Badges.java - Badge tracking for BOSS_SLAIN_3_ASSASSIN (lines 119, 683-684, 715)
JSON Configuration
This entity is implemented in Java as an enum constant, no dedicated JSON configuration file exists. The subclass is defined in the HeroSubClass enum with the following properties:
Enum Constant: ASSASSIN
String Resource Keys: HeroSubClass_NameAssa, HeroSubClass_DescAssa
Armor Class: “AssasinArmor” (note the spelling difference)
String Resources
<string name="HeroSubClass_NameAssa">assassin</string>
<string name="HeroSubClass_DescAssa">When performing a surprise attack, the _Assassin_ inflicts additional damage to his target.</string>
Additional string resources for Rogue armor (used by Assassin):
<string name="RogueArmor_Name">Rogue armor</string>
<string name="RogueArmor_Info">This dark armor will allow the Rogue to use the "Smoke Bomb" ability.
When wearing this armor, the Rogue can become invisible for a short time.</string>
<string name="RogueArmor_NotRogue">Only rogues can use this armor!</string>
Lua Scripts
This entity is implemented entirely in Java, no Lua scripts exist for the Assassin subclass.
Implementation Details
Enum Name: ASSASSIN (HeroSubClass.java line 47)
Armor Class: AssasinArmor (note: spelling in code is “Assasin” not “Assassin”)
Parent Class: Rogue hero class (assassin is a subclass/mastery path of Rogue)
Alternative Subclass:
Freerunner (the other Rogue mastery path)
Special Ability: Smoke Bomb (inherited from Rogue armor) - allows the Rogue to become invisible for a short time
Passive Bonus: Deals bonus damage when attacking enemies that haven't seen the hero (defender.enemySeen == false)
Attack Proc: Bonus damage applied in attackProc() method when target is unaware, calculated as Random.Int(1, damage)
Badge: BOSS_SLAIN_3_ASSASSIN - tracks killing 3 bosses in a row as Assassin
Code Behavior
From AssasinArmor.java:
From TomeOfMastery.java:
From Badges.java:
Badge BOSS_SLAIN_3_ASSASSIN tracks consecutive boss kills as Assassin
Badge validation requires: BOSS_SLAIN_1, BOSS_SLAIN_2, BOSS_SLAIN_3, and BOSS_SLAIN_3_ASSASSIN