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List of enchantments and their options for names
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// I know this is pretty self explanatory, but these are the enchantment options | |
// The names grouped together (ie not seperated by `enchant = Enchantment.NAME`) refer to the same enchantment | |
// The vanilla (default) name is in each cluster, usually near the end | |
// If somehow you are still confused open an issue at https://github.com/sam-irl/Enchanted | |
// Code snippet taken from switch() block in Overenchant.java#onCommand() (line 38 as of 3b1c83a) | |
case "arrowdamage": | |
case "power": | |
enchant = Enchantment.ARROW_DAMAGE; | |
case "arrowfire": | |
case "firearrow": | |
case "flame": | |
enchant = Enchantment.ARROW_FIRE; | |
case "arrowknockback": | |
case "arrowkb": | |
case "punch": | |
enchant = Enchantment.ARROW_KNOCKBACK; | |
case "infinitearrow": | |
case "infinitearrows": | |
case "infinityarrow": | |
case "arrowinfinity": | |
case "infinity": | |
enchant = Enchantment.ARROW_INFINITE; | |
case "alldamage": | |
case "damageall": | |
case "sharpness": | |
case "sharp": | |
enchant = Enchantment.DAMAGE_ALL; | |
case "arthopods": | |
case "arthopod": | |
case "baneofarthopods": | |
case "baneofarthopod": | |
case "bane": | |
enchant = Enchantment.DAMAGE_ARTHROPODS; | |
case "undeaddamage": | |
case "undead": | |
case "smite": | |
enchant = Enchantment.DAMAGE_UNDEAD; | |
case "digspeed": | |
case "dig": | |
case "efficiency": | |
enchant = Enchantment.DIG_SPEED; | |
case "durability": | |
case "dura": | |
case "unbreaking": | |
case "unbreak": | |
enchant = Enchantment.DURABILITY; | |
case "fireaspect": | |
case "fire": | |
enchant = Enchantment.FIRE_ASPECT; | |
case "knockback": | |
case "kb": | |
case "woosh": | |
enchant = Enchantment.KNOCKBACK; | |
case "blockslootbonus": | |
case "blocklootbonus": | |
case "blocksloot": | |
case "blockloot": | |
case "fortune": | |
enchant = Enchantment.LOOT_BONUS_BLOCKS; | |
case "mobslootbonus": | |
case "moblootbonus": | |
case "mobsloot": | |
case "mobloot": | |
case "looting": | |
enchant = Enchantment.LOOT_BONUS_MOBS; | |
case "oxygen": | |
case "respiration": | |
case "breathing": | |
case "respire": | |
enchant = Enchantment.OXYGEN; | |
case "protection": | |
case "protect": | |
enchant = Enchantment.PROTECTION_ENVIRONMENTAL; | |
case "explosionprotection": | |
case "explosionprotect": | |
case "blastprotect": | |
case "blastprotection": | |
enchant = Enchantment.PROTECTION_EXPLOSIONS; | |
case "fallprotection": | |
case "fallprotect": | |
case "featherfall": | |
case "featherfalling": | |
enchant = Enchantment.PROTECTION_FALL; | |
case "fireprotection": | |
case "fireprotect": | |
enchant = Enchantment.PROTECTION_FIRE; | |
case "projectileprotect": | |
case "projprotect": | |
case "projprotection": | |
case "projectileprotection": | |
enchant = Enchantment.PROTECTION_PROJECTILE; | |
case "silktouch": | |
enchant = Enchantment.SILK_TOUCH; | |
case "waterworker": | |
case "aquaaffinity": | |
case "aqua": | |
case "waterspeed": | |
enchant = Enchantment.WATER_WORKER; | |
case "frostwalker": | |
case "frostwalk": | |
case "icewalker": | |
case "icewalk": | |
enchant = Enchantment.FROST_WALKER; | |
case "luck": | |
case "lucky": | |
enchant = Enchantment.LUCK; | |
case "lure": | |
enchant = Enchantment.LURE; | |
case "mending": | |
case "repair": | |
enchant = Enchantment.MENDING; | |
case "sweepingedge": | |
case "sweepedge": | |
case "sweeping": | |
case "sweep": | |
case "swoosh": | |
enchant = Enchantment.SWEEPING_EDGE; | |
case "thorns": | |
case "ouch": | |
enchant = Enchantment.THORNS; | |
case "vanishing": | |
case "vanish": | |
enchant = Enchantment.VANISHING_CURSE; | |
case "binding": | |
case "bind": | |
enchant = Enchantment.BINDING_CURSE; |
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