using System;
using System.Collections.Generic;
using Terraria;
namespace SoulHarvest.Common;
/// <summary>
/// Stable identifiers for every upgradeable node in the character tree. These
/// values are persisted by id, so existing members must never be reordered or
/// reused. Branch skills intentionally do not depend on an array position here.
/// </summary>
public enum ReaperNodeId : byte
{
BoneFractureEcho = 0,
BoneSpectralRestraint = 1,
BoneDeadChorus = 2,
BloodDrink = 3,
BloodFrenzy = 4,
BloodCoagulation = 5,
InfernalWildfireStep = 6,
InfernalSearingBone = 7,
InfernalOverburnCircuit = 8,
FrostEtchedMark = 9,
FrostRefractedSoul = 10,
FrostZeroExecution = 11,
SoulEchoChorus = 12,
SoulFamiliarPact = 13,
SoulFatedInscription = 14,
VoidBoundaryEdge = 15,
VoidDisplacedAftercut = 16,
VoidTerminalCoordinate = 17,
CommonDamage = 64,
CommonAttackSpeed = 65,
CommonCrit = 66,
CommonArmorPenetration = 67,
CommonSpecialCooldown = 68,
CommonEnergyGain = 69,
CommonAssemblySpeed = 70,
DeathDamage = 80,
DeathInvocationSlashes = 81,
DeathTempoCap = 82,
DeathRange = 83,
DeathSpaceBreak = 84,
DeathRiftWidth = 85
}
using System;
using System.Collections.Generic;
using Terraria;
namespace SoulHarvest.Common;
/// <summary>
/// Stable identifiers for every upgradeable node in the character tree. These
/// values are persisted by id, so existing members must never be reordered or
/// reused. Branch skills intentionally do not depend on an array position here.
/// </summary>
public enum ReaperNodeId : byte
{
BoneFractureEcho = 0,
BoneSpectralRestraint = 1,
BoneDeadChorus = 2,
BloodDrink = 3,
BloodFrenzy = 4,
BloodCoagulation = 5,
InfernalWildfireStep = 6,
InfernalSearingBone = 7,
InfernalOverburnCircuit = 8,
FrostEtchedMark = 9,
FrostRefractedSoul = 10,
FrostZeroExecution = 11,
SoulEchoChorus = 12,
SoulFamiliarPact = 13,
SoulFatedInscription = 14,
VoidBoundaryEdge = 15,
VoidDisplacedAftercut = 16,
VoidTerminalCoordinate = 17,
CommonDamage = 64,
CommonAttackSpeed = 65,
CommonCrit = 66,
CommonArmorPenetration = 67,
CommonSpecialCooldown = 68,
CommonEnergyGain = 69,
CommonAssemblySpeed = 70,
DeathDamage = 80,
DeathInvocationSlashes = 81,
DeathTempoCap = 82,
DeathRange = 83,
DeathSpaceBreak = 84,
DeathRiftWidth = 85
}