using System.Collections.Generic;
using System;
using Terraria;
namespace SoulHarvest.Common;
public enum DeathAltarUpgradeType : byte
{
Advancement,
AlternateAdvancement,
Regression,
Damage,
ProjectileCount,
ProjectileDuration,
ArmorPenetration,
LifeSteal,
AttackSpeed,
Knockback,
HitCooldown,
FatedUnlock,
FatedMaxStacks,
FatedStacksPerHit,
FatedDuration,
WingFlightTime,
WingHorizontalSpeed,
WingAcceleration,
WingVerticalPower,
WingInfiniteFlight,
RobeDefense,
RobeMaxLife,
RobeLifeRegen,
RobeMobility,
RobeMinions,
RobeTurrets,
RobePlacementRange,
RobeKnockbackImmunity,
RobeFallDamageImmunity,
RobeZeroMana,
RobeLavaImmunity,
RobeImmuneOnFire,
RobeImmunePoisoned,
RobeImmuneConfused,
RobeImmuneBleeding,
RobeImmuneSlow,
RobeImmuneWeak,
RobeImmuneSilenced,
RobeImmuneDarkness,
RobeImmuneCursed,
RobeImmuneFrostburn,
RobeImmuneFrozen,
RobeImmuneChaosState,
RobeImmuneWet,
RobeImmuneBrokenArmor,
RobeImmuneSuffocation,
NecklaceRadius,
NecklaceFrequency,
NecklaceDamage,
NecklaceVolley,
NecklaceSovereignty,
NecklaceLifeSteal,
// Character-owned Death Domain progression. The legacy Necklace* combat
// values above remain serialized for save migration only.
DomainFrequency,
DomainDamage,
DomainVolley,
DomainLifeSteal,
DomainSoulRefinement,
NecklaceAbsorbAll
}
using System.Collections.Generic;
using System;
using Terraria;
namespace SoulHarvest.Common;
public enum DeathAltarUpgradeType : byte
{
Advancement,
AlternateAdvancement,
Regression,
Damage,
ProjectileCount,
ProjectileDuration,
ArmorPenetration,
LifeSteal,
AttackSpeed,
Knockback,
HitCooldown,
FatedUnlock,
FatedMaxStacks,
FatedStacksPerHit,
FatedDuration,
WingFlightTime,
WingHorizontalSpeed,
WingAcceleration,
WingVerticalPower,
WingInfiniteFlight,
RobeDefense,
RobeMaxLife,
RobeLifeRegen,
RobeMobility,
RobeMinions,
RobeTurrets,
RobePlacementRange,
RobeKnockbackImmunity,
RobeFallDamageImmunity,
RobeZeroMana,
RobeLavaImmunity,
RobeImmuneOnFire,
RobeImmunePoisoned,
RobeImmuneConfused,
RobeImmuneBleeding,
RobeImmuneSlow,
RobeImmuneWeak,
RobeImmuneSilenced,
RobeImmuneDarkness,
RobeImmuneCursed,
RobeImmuneFrostburn,
RobeImmuneFrozen,
RobeImmuneChaosState,
RobeImmuneWet,
RobeImmuneBrokenArmor,
RobeImmuneSuffocation,
NecklaceRadius,
NecklaceFrequency,
NecklaceDamage,
NecklaceVolley,
NecklaceSovereignty,
NecklaceLifeSteal,
// Character-owned Death Domain progression. The legacy Necklace* combat
// values above remain serialized for save migration only.
DomainFrequency,
DomainDamage,
DomainVolley,
DomainLifeSteal,
DomainSoulRefinement,
NecklaceAbsorbAll
}