using System; using System.Collections.Generic; using Terraria; namespace SoulHarvest.Common; /// /// 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. /// 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 }