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List of enchantments and their options for names
// 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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