GenisysPro  for Minecraft PE/Windows 10 v1.1.x
Feature-rich server software for Minecraft PE and Windows 10 Edition
Enchantment Class Reference

Public Member Functions

 __construct ($id, $name, $rarity, $activationType, $slot, $nickname="", $custom=false)
 
 getNickName ()
 
 isCustom ()
 
 getId ()
 
 getName ()
 
 getRarity ()
 
 getActivationType ()
 
 getSlot ()
 
 hasSlot ($slot)
 
 getLevel ()
 
 setLevel (int $level)
 
 equals (Enchantment $ent)
 

Static Public Member Functions

static init ()
 
static getEnchantment ($id)
 
static registerEnchantment ($id, $name, $rarity, $activationType, $slot)
 
static getEnchantmentByName ($name)
 
static getEnchantAbility (Item $item)
 
static getEnchantWeight (int $enchantmentId)
 
static getEnchantMaxLevel (int $enchantmentId)
 
static getRandomName ()
 

Data Fields

const TYPE_INVALID = -1
 
const TYPE_ARMOR_PROTECTION = 0
 
const TYPE_ARMOR_FIRE_PROTECTION = 1
 
const TYPE_ARMOR_FALL_PROTECTION = 2
 
const TYPE_ARMOR_EXPLOSION_PROTECTION = 3
 
const TYPE_ARMOR_PROJECTILE_PROTECTION = 4
 
const TYPE_ARMOR_THORNS = 5
 
const TYPE_WATER_BREATHING = 6
 
const TYPE_WATER_SPEED = 7
 
const TYPE_WATER_AFFINITY = 8
 
const TYPE_WEAPON_SHARPNESS = 9
 
const TYPE_WEAPON_SMITE = 10
 
const TYPE_WEAPON_ARTHROPODS = 11
 
const TYPE_WEAPON_KNOCKBACK = 12
 
const TYPE_WEAPON_FIRE_ASPECT = 13
 
const TYPE_WEAPON_LOOTING = 14
 
const TYPE_MINING_EFFICIENCY = 15
 
const TYPE_MINING_SILK_TOUCH = 16
 
const TYPE_MINING_DURABILITY = 17
 
const TYPE_MINING_FORTUNE = 18
 
const TYPE_BOW_POWER = 19
 
const TYPE_BOW_KNOCKBACK = 20
 
const TYPE_BOW_FLAME = 21
 
const TYPE_BOW_INFINITY = 22
 
const TYPE_FISHING_FORTUNE = 23
 
const TYPE_FISHING_LURE = 24
 
const RARITY_COMMON = 0
 
const RARITY_UNCOMMON = 1
 
const RARITY_RARE = 2
 
const RARITY_MYTHIC = 3
 
const ACTIVATION_EQUIP = 0
 
const ACTIVATION_HELD = 1
 
const ACTIVATION_SELF = 2
 
const SLOT_NONE = 0
 
const SLOT_ALL = 0b11111111111111
 
const SLOT_ARMOR = 0b1111
 
const SLOT_HEAD = 0b1
 
const SLOT_TORSO = 0b10
 
const SLOT_LEGS = 0b100
 
const SLOT_FEET = 0b1000
 
const SLOT_SWORD = 0b10000
 
const SLOT_BOW = 0b100000
 
const SLOT_TOOL = 0b111000000
 
const SLOT_HOE = 0b1000000
 
const SLOT_SHEARS = 0b10000000
 
const SLOT_FLINT_AND_STEEL = 0b10000000
 
const SLOT_DIG = 0b111000000000
 
const SLOT_AXE = 0b1000000000
 
const SLOT_PICKAXE = 0b10000000000
 
const SLOT_SHOVEL = 0b10000000000
 
const SLOT_FISHING_ROD = 0b100000000000
 
const SLOT_CARROT_STICK = 0b1000000000000
 

Static Public Attributes

static $words
 
static $enchantments
 

Constructor & Destructor Documentation

◆ __construct()

__construct (   $id,
  $name,
  $rarity,
  $activationType,
  $slot,
  $nickname = "",
  $custom = false 
)

Enchantment constructor.

Parameters
$id
$name
$rarity
$activationType
$slot
string$nickname
bool$custom
379  {
380  $this->id = (int) $id;
381  $this->name = (string) $name;
382  $this->rarity = (int) $rarity;
383  $this->activationType = (int) $activationType;
384  $this->slot = (int) $slot;
385  $this->nickname = $nickname;
386  $this->isCustomVar = $custom;
387  }

Member Function Documentation

◆ equals()

equals ( Enchantment  $ent)
Parameters
Enchantment$ent
Returns
bool
470  {
471  if($ent->getId() == $this->getId() and $ent->getLevel() == $this->getLevel() and $ent->getActivationType() == $this->getActivationType() and $ent->getRarity() == $this->getRarity()){
472  return true;
473  }
474  return false;
475  }

◆ getActivationType()

getActivationType ( )
Returns
int
427  {
428  return $this->activationType;
429  }

◆ getEnchantAbility()

static getEnchantAbility ( Item  $item)
static
Parameters
Item$item
Returns
int
231  {
232  switch($item->getId()){
233  case Item::BOOK:
234  case Item::BOW:
235  case Item::FISHING_ROD:
236  return 4;
237  }
238 
239  if($item->isArmor()){
240  if($item instanceof ChainBoots or $item instanceof ChainChestplate or $item instanceof ChainHelmet or $item instanceof ChainLeggings) return 12;
241  if($item instanceof IronBoots or $item instanceof IronChestplate or $item instanceof IronHelmet or $item instanceof IronLeggings) return 9;
242  if($item instanceof DiamondBoots or $item instanceof DiamondChestplate or $item instanceof DiamondHelmet or $item instanceof DiamondLeggings) return 10;
243  if($item instanceof LeatherBoots or $item instanceof LeatherTunic or $item instanceof LeatherCap or $item instanceof LeatherPants) return 15;
244  if($item instanceof GoldBoots or $item instanceof GoldChestplate or $item instanceof GoldHelmet or $item instanceof GoldLeggings) return 25;
245  }
246 
247  if($item->isTool()){
248  if($item instanceof WoodenAxe or $item instanceof WoodenHoe or $item instanceof WoodenPickaxe or $item instanceof WoodenShovel or $item instanceof WoodenSword) return 15;
249  if($item instanceof StoneAxe or $item instanceof StoneHoe or $item instanceof StonePickaxe or $item instanceof StoneShovel or $item instanceof StoneSword) return 5;
250  if($item instanceof DiamondAxe or $item instanceof DiamondHoe or $item instanceof DiamondPickaxe or $item instanceof DiamondShovel or $item instanceof DiamondSword) return 10;
251  if($item instanceof IronAxe or $item instanceof IronHoe or $item instanceof IronPickaxe or $item instanceof IronShovel or $item instanceof IronSword) return 14;
252  if($item instanceof GoldAxe or $item instanceof GoldHoe or $item instanceof GoldPickaxe or $item instanceof GoldShovel or $item instanceof GoldSword) return 22;
253  }
254 
255  return 0;
256  }

◆ getEnchantMaxLevel()

static getEnchantMaxLevel ( int  $enchantmentId)
static
Parameters
int$enchantmentId
Returns
int
314  {
315  switch($enchantmentId){
316  case self::TYPE_ARMOR_PROTECTION:
317  case self::TYPE_ARMOR_FIRE_PROTECTION:
318  case self::TYPE_ARMOR_FALL_PROTECTION:
319  case self::TYPE_ARMOR_EXPLOSION_PROTECTION:
320  case self::TYPE_ARMOR_PROJECTILE_PROTECTION:
321  return 4;
322  case self::TYPE_ARMOR_THORNS:
323  return 3;
324  case self::TYPE_WATER_BREATHING:
325  case self::TYPE_WATER_SPEED:
326  return 3;
327  case self::TYPE_WATER_AFFINITY:
328  return 1;
329  case self::TYPE_WEAPON_SHARPNESS:
330  case self::TYPE_WEAPON_SMITE:
331  case self::TYPE_WEAPON_ARTHROPODS:
332  return 5;
333  case self::TYPE_WEAPON_KNOCKBACK:
334  case self::TYPE_WEAPON_FIRE_ASPECT:
335  return 2;
336  case self::TYPE_WEAPON_LOOTING:
337  return 3;
338  case self::TYPE_MINING_EFFICIENCY:
339  return 5;
340  case self::TYPE_MINING_SILK_TOUCH:
341  return 1;
342  case self::TYPE_MINING_DURABILITY:
343  case self::TYPE_MINING_FORTUNE:
344  return 3;
345  case self::TYPE_BOW_POWER:
346  return 5;
347  case self::TYPE_BOW_KNOCKBACK:
348  return 2;
349  case self::TYPE_BOW_FLAME:
350  case self::TYPE_BOW_INFINITY:
351  return 1;
352  case self::TYPE_FISHING_FORTUNE:
353  case self::TYPE_FISHING_LURE:
354  return 3;
355  }
356  return 999;
357  }

◆ getEnchantment()

static getEnchantment (   $id)
static
Parameters
int$id
Returns
$this
178  {
179  if(isset(self::$enchantments[$id])){
180  return clone self::$enchantments[(int) $id];
181  }
182  return new Enchantment(self::TYPE_INVALID, "unknown", 0, 0, 0);
183  }

◆ getEnchantmentByName()

static getEnchantmentByName (   $name)
static
Parameters
$name
Returns
Enchantment
208  {
209  if(defined(Enchantment::class . "::TYPE_" . strtoupper($name))){
210  return self::getEnchantment(constant(Enchantment::class . "::TYPE_" . strtoupper($name)));
211  }elseif(defined(Enchantment::class . "::TYPE_WEAPON_" . strtoupper($name))){
212  return self::getEnchantment(constant(Enchantment::class . "::TYPE_WEAPON_" . strtoupper($name)));
213  }elseif(defined(Enchantment::class . "::TYPE_ARMOR_" . strtoupper($name))){
214  return self::getEnchantment(constant(Enchantment::class . "::TYPE_ARMOR_" . strtoupper($name)));
215  }elseif(defined(Enchantment::class . "::TYPE_MINING_" . strtoupper($name))){
216  return self::getEnchantment(constant(Enchantment::class . "::TYPE_MINING_" . strtoupper($name)));
217  }elseif(defined(Enchantment::class . "::TYPE_BOW_" . strtoupper($name))){
218  return self::getEnchantment(constant(Enchantment::class . "::TYPE_BOW_" . strtoupper($name)));
219  }elseif(defined(Enchantment::class . "::TYPE_FISHING_" . strtoupper($name))){
220  return self::getEnchantment(constant(Enchantment::class . "::TYPE_FISHING_" . strtoupper($name)));
221  }else{
222  return new Enchantment(self::TYPE_INVALID, "unknown", 0, 0, 0);
223  }
224  }

◆ getEnchantWeight()

static getEnchantWeight ( int  $enchantmentId)
static
Parameters
int$enchantmentId
Returns
int
263  {
264  switch($enchantmentId){
265  case self::TYPE_ARMOR_PROTECTION:
266  return 10;
267  case self::TYPE_ARMOR_FIRE_PROTECTION:
268  return 5;
269  case self::TYPE_ARMOR_FALL_PROTECTION:
270  return 2;
271  case self::TYPE_ARMOR_EXPLOSION_PROTECTION:
272  return 5;
273  case self::TYPE_WATER_BREATHING:
274  return 2;
275  case self::TYPE_WATER_AFFINITY:
276  return 2;
277  case self::TYPE_WEAPON_SHARPNESS:
278  return 10;
279  case self::TYPE_WEAPON_SMITE:
280  return 5;
281  case self::TYPE_WEAPON_ARTHROPODS:
282  return 5;
283  case self::TYPE_WEAPON_KNOCKBACK:
284  return 5;
285  case self::TYPE_WEAPON_FIRE_ASPECT:
286  return 2;
287  case self::TYPE_WEAPON_LOOTING:
288  return 2;
289  case self::TYPE_MINING_EFFICIENCY:
290  return 10;
291  case self::TYPE_MINING_SILK_TOUCH:
292  return 1;
293  case self::TYPE_MINING_DURABILITY:
294  return 5;
295  case self::TYPE_MINING_FORTUNE:
296  return 2;
297  case self::TYPE_BOW_POWER:
298  return 10;
299  case self::TYPE_BOW_KNOCKBACK:
300  return 2;
301  case self::TYPE_BOW_FLAME:
302  return 2;
303  case self::TYPE_BOW_INFINITY:
304  return 1;
305  }
306  return 0;
307  }

◆ getId()

getId ( )
Returns
int
406  {
407  return $this->id;
408  }

◆ getLevel()

getLevel ( )
Returns
int
450  {
451  return $this->level;
452  }

◆ getName()

getName ( )
Returns
string
413  : string{
414  return $this->name;
415  }

◆ getNickName()

getNickName ( )
Returns
string
392  {
393  return $this->nickname;
394  }

◆ getRandomName()

static getRandomName ( )
static
Returns
string
480  {
481  $count = mt_rand(3, 6);
482  $set = [];
483  while(count($set) < $count){
484  $set[] = self::$words[mt_rand(0, count(self::$words) - 1)];
485  }
486  return implode(" ", $set);
487  }

◆ getRarity()

getRarity ( )
Returns
int
420  {
421  return $this->rarity;
422  }

◆ getSlot()

getSlot ( )
Returns
int
434  {
435  return $this->slot;
436  }

◆ hasSlot()

hasSlot (   $slot)
Parameters
$slot
Returns
bool
443  {
444  return ($this->slot & $slot) > 0;
445  }

◆ init()

static init ( )
static
140  {
141  self::$enchantments = new \SplFixedArray(256);
142 
143  self::$enchantments[self::TYPE_ARMOR_PROTECTION] = new Enchantment(self::TYPE_ARMOR_PROTECTION, "%enchantment.protect.all", self::RARITY_COMMON, self::ACTIVATION_EQUIP, self::SLOT_ARMOR);
144  self::$enchantments[self::TYPE_ARMOR_FIRE_PROTECTION] = new Enchantment(self::TYPE_ARMOR_FIRE_PROTECTION, "%enchantment.protect.fire", self::RARITY_UNCOMMON, self::ACTIVATION_EQUIP, self::SLOT_ARMOR);
145  self::$enchantments[self::TYPE_ARMOR_FALL_PROTECTION] = new Enchantment(self::TYPE_ARMOR_FALL_PROTECTION, "%enchantment.protect.fall", self::RARITY_UNCOMMON, self::ACTIVATION_EQUIP, self::SLOT_FEET);
146 
147  self::$enchantments[self::TYPE_ARMOR_EXPLOSION_PROTECTION] = new Enchantment(self::TYPE_ARMOR_EXPLOSION_PROTECTION, "%enchantment.protect.explosion", self::RARITY_UNCOMMON, self::ACTIVATION_EQUIP, self::SLOT_ARMOR);
148  self::$enchantments[self::TYPE_ARMOR_PROJECTILE_PROTECTION] = new Enchantment(self::TYPE_ARMOR_PROJECTILE_PROTECTION, "%enchantment.protect.projectile", self::RARITY_UNCOMMON, self::ACTIVATION_EQUIP, self::SLOT_ARMOR);
149  self::$enchantments[self::TYPE_ARMOR_THORNS] = new Enchantment(self::TYPE_ARMOR_THORNS, "%enchantment.protect.thorns", self::RARITY_UNCOMMON, self::ACTIVATION_EQUIP, self::SLOT_SWORD);
150  self::$enchantments[self::TYPE_WATER_BREATHING] = new Enchantment(self::TYPE_WATER_BREATHING, "%enchantment.protect.waterbrething", self::RARITY_UNCOMMON, self::ACTIVATION_EQUIP, self::SLOT_FEET);
151  self::$enchantments[self::TYPE_WATER_SPEED] = new Enchantment(self::TYPE_WATER_SPEED, "%enchantment.waterspeed", self::RARITY_UNCOMMON, self::ACTIVATION_EQUIP, self::SLOT_FEET);
152  self::$enchantments[self::TYPE_WATER_AFFINITY] = new Enchantment(self::TYPE_WATER_AFFINITY, "%enchantment.protect.wateraffinity", self::RARITY_UNCOMMON, self::ACTIVATION_EQUIP, self::SLOT_FEET);
153 
154  self::$enchantments[self::TYPE_WEAPON_SHARPNESS] = new Enchantment(self::TYPE_WEAPON_SHARPNESS, "%enchantment.weapon.sharpness", self::RARITY_UNCOMMON, self::ACTIVATION_EQUIP, self::SLOT_SWORD);
155  self::$enchantments[self::TYPE_WEAPON_SMITE] = new Enchantment(self::TYPE_WEAPON_SMITE, "%enchantment.weapon.smite", self::RARITY_UNCOMMON, self::ACTIVATION_EQUIP, self::SLOT_SWORD);
156  self::$enchantments[self::TYPE_WEAPON_ARTHROPODS] = new Enchantment(self::TYPE_WEAPON_ARTHROPODS, "%enchantment.weapon.arthropods", self::RARITY_UNCOMMON, self::ACTIVATION_EQUIP, self::SLOT_SWORD);
157  self::$enchantments[self::TYPE_WEAPON_KNOCKBACK] = new Enchantment(self::TYPE_WEAPON_KNOCKBACK, "%enchantment.weapon.knockback", self::RARITY_UNCOMMON, self::ACTIVATION_EQUIP, self::SLOT_SWORD);
158  self::$enchantments[self::TYPE_WEAPON_FIRE_ASPECT] = new Enchantment(self::TYPE_WEAPON_FIRE_ASPECT, "%enchantment.weapon.fireaspect", self::RARITY_UNCOMMON, self::ACTIVATION_EQUIP, self::SLOT_SWORD);
159  self::$enchantments[self::TYPE_WEAPON_LOOTING] = new Enchantment(self::TYPE_WEAPON_LOOTING, "%enchantment.weapon.looting", self::RARITY_UNCOMMON, self::ACTIVATION_EQUIP, self::SLOT_SWORD);
160  self::$enchantments[self::TYPE_MINING_EFFICIENCY] = new Enchantment(self::TYPE_MINING_EFFICIENCY, "%enchantment.mining.efficiency", self::RARITY_UNCOMMON, self::ACTIVATION_EQUIP, self::SLOT_TOOL);
161  self::$enchantments[self::TYPE_MINING_SILK_TOUCH] = new Enchantment(self::TYPE_MINING_SILK_TOUCH, "%enchantment.mining.silktouch", self::RARITY_UNCOMMON, self::ACTIVATION_EQUIP, self::SLOT_TOOL);
162  self::$enchantments[self::TYPE_MINING_DURABILITY] = new Enchantment(self::TYPE_MINING_DURABILITY, "%enchantment.mining.durability", self::RARITY_UNCOMMON, self::ACTIVATION_EQUIP, self::SLOT_TOOL);
163  self::$enchantments[self::TYPE_MINING_FORTUNE] = new Enchantment(self::TYPE_MINING_FORTUNE, "%enchantment.mining.fortune", self::RARITY_UNCOMMON, self::ACTIVATION_EQUIP, self::SLOT_TOOL);
164  self::$enchantments[self::TYPE_BOW_POWER] = new Enchantment(self::TYPE_BOW_POWER, "%enchantment.bow.power", self::RARITY_UNCOMMON, self::ACTIVATION_EQUIP, self::SLOT_BOW);
165  self::$enchantments[self::TYPE_BOW_KNOCKBACK] = new Enchantment(self::TYPE_BOW_KNOCKBACK, "%enchantment.bow.knockback", self::RARITY_UNCOMMON, self::ACTIVATION_EQUIP, self::SLOT_BOW);
166  self::$enchantments[self::TYPE_BOW_FLAME] = new Enchantment(self::TYPE_BOW_FLAME, "%enchantment.bow.flame", self::RARITY_UNCOMMON, self::ACTIVATION_EQUIP, self::SLOT_BOW);
167  self::$enchantments[self::TYPE_BOW_INFINITY] = new Enchantment(self::TYPE_BOW_INFINITY, "%enchantment.bow.infinity", self::RARITY_UNCOMMON, self::ACTIVATION_EQUIP, self::SLOT_BOW);
168  self::$enchantments[self::TYPE_FISHING_FORTUNE] = new Enchantment(self::TYPE_FISHING_FORTUNE, "%enchantment.fishing.fortune", self::RARITY_UNCOMMON, self::ACTIVATION_EQUIP, self::SLOT_FISHING_ROD);
169  self::$enchantments[self::TYPE_FISHING_LURE] = new Enchantment(self::TYPE_FISHING_LURE, "%enchantment.fishing.lure", self::RARITY_UNCOMMON, self::ACTIVATION_EQUIP, self::SLOT_FISHING_ROD);
170 
171  }

◆ isCustom()

isCustom ( )
Returns
bool
399  {
400  return (bool) $this->isCustomVar;
401  }

◆ registerEnchantment()

static registerEnchantment (   $id,
  $name,
  $rarity,
  $activationType,
  $slot 
)
static
Parameters
$id
$name
$rarity
$activationType
$slot
Returns
Enchantment
194  {
195  if(isset(self::$enchantments[$id])){
196  Server::getInstance()->getLogger()->debug("Unable to register enchantment with id $id.");
197  return new Enchantment(self::TYPE_INVALID, "unknown", 0, 0, 0);
198  }
199  self::$enchantments[$id] = new Enchantment($id, $name, $rarity, $activationType, $slot);
200  return new Enchantment($id, $name, $rarity, $activationType, $slot);
201  }

◆ setLevel()

setLevel ( int  $level)
Parameters
int$level
Returns
$this
459  {
460  $this->level = $level;
461 
462  return $this;
463  }

Field Documentation

◆ $enchantments

$enchantments
static

◆ $words

$words
static
Initial value:
= ["the", "elder", "scrolls", "klaatu", "berata", "niktu", "xyzzy", "bless", "curse", "light", "darkness", "fire", "air",
"earth", "water", "hot", "dry", "cold", "wet", "ignite", "snuff", "embiggen", "twist", "shorten", "stretch", "fiddle", "destroy", "imbue", "galvanize",
"enchant", "free", "limited", "range", "of", "towards", "inside", "sphere", "cube", "self", "other", "ball", "mental", "physical", "grow", "shrink",
"demon", "elemental", "spirit", "animal", "creature", "beast", "humanoid", "undead", "fresh", "stale"]

◆ ACTIVATION_EQUIP

const ACTIVATION_EQUIP = 0

◆ ACTIVATION_HELD

const ACTIVATION_HELD = 1

◆ ACTIVATION_SELF

const ACTIVATION_SELF = 2

◆ RARITY_COMMON

const RARITY_COMMON = 0

◆ RARITY_MYTHIC

const RARITY_MYTHIC = 3

◆ RARITY_RARE

const RARITY_RARE = 2

◆ RARITY_UNCOMMON

const RARITY_UNCOMMON = 1

◆ SLOT_ALL

const SLOT_ALL = 0b11111111111111

◆ SLOT_ARMOR

const SLOT_ARMOR = 0b1111

◆ SLOT_AXE

const SLOT_AXE = 0b1000000000

◆ SLOT_BOW

const SLOT_BOW = 0b100000

◆ SLOT_CARROT_STICK

const SLOT_CARROT_STICK = 0b1000000000000

◆ SLOT_DIG

const SLOT_DIG = 0b111000000000

◆ SLOT_FEET

const SLOT_FEET = 0b1000

◆ SLOT_FISHING_ROD

const SLOT_FISHING_ROD = 0b100000000000

◆ SLOT_FLINT_AND_STEEL

const SLOT_FLINT_AND_STEEL = 0b10000000

◆ SLOT_HEAD

const SLOT_HEAD = 0b1

◆ SLOT_HOE

const SLOT_HOE = 0b1000000

◆ SLOT_LEGS

const SLOT_LEGS = 0b100

◆ SLOT_NONE

const SLOT_NONE = 0

◆ SLOT_PICKAXE

const SLOT_PICKAXE = 0b10000000000

◆ SLOT_SHEARS

const SLOT_SHEARS = 0b10000000

◆ SLOT_SHOVEL

const SLOT_SHOVEL = 0b10000000000

◆ SLOT_SWORD

const SLOT_SWORD = 0b10000

◆ SLOT_TOOL

const SLOT_TOOL = 0b111000000

◆ SLOT_TORSO

const SLOT_TORSO = 0b10

◆ TYPE_ARMOR_EXPLOSION_PROTECTION

const TYPE_ARMOR_EXPLOSION_PROTECTION = 3

◆ TYPE_ARMOR_FALL_PROTECTION

const TYPE_ARMOR_FALL_PROTECTION = 2

◆ TYPE_ARMOR_FIRE_PROTECTION

const TYPE_ARMOR_FIRE_PROTECTION = 1

◆ TYPE_ARMOR_PROJECTILE_PROTECTION

const TYPE_ARMOR_PROJECTILE_PROTECTION = 4

◆ TYPE_ARMOR_PROTECTION

const TYPE_ARMOR_PROTECTION = 0

◆ TYPE_ARMOR_THORNS

const TYPE_ARMOR_THORNS = 5

◆ TYPE_BOW_FLAME

const TYPE_BOW_FLAME = 21

◆ TYPE_BOW_INFINITY

const TYPE_BOW_INFINITY = 22

◆ TYPE_BOW_KNOCKBACK

const TYPE_BOW_KNOCKBACK = 20

◆ TYPE_BOW_POWER

const TYPE_BOW_POWER = 19

◆ TYPE_FISHING_FORTUNE

const TYPE_FISHING_FORTUNE = 23

◆ TYPE_FISHING_LURE

const TYPE_FISHING_LURE = 24

◆ TYPE_INVALID

const TYPE_INVALID = -1

◆ TYPE_MINING_DURABILITY

const TYPE_MINING_DURABILITY = 17

◆ TYPE_MINING_EFFICIENCY

const TYPE_MINING_EFFICIENCY = 15

◆ TYPE_MINING_FORTUNE

const TYPE_MINING_FORTUNE = 18

◆ TYPE_MINING_SILK_TOUCH

const TYPE_MINING_SILK_TOUCH = 16

◆ TYPE_WATER_AFFINITY

const TYPE_WATER_AFFINITY = 8

◆ TYPE_WATER_BREATHING

const TYPE_WATER_BREATHING = 6

◆ TYPE_WATER_SPEED

const TYPE_WATER_SPEED = 7

◆ TYPE_WEAPON_ARTHROPODS

const TYPE_WEAPON_ARTHROPODS = 11

◆ TYPE_WEAPON_FIRE_ASPECT

const TYPE_WEAPON_FIRE_ASPECT = 13

◆ TYPE_WEAPON_KNOCKBACK

const TYPE_WEAPON_KNOCKBACK = 12

◆ TYPE_WEAPON_LOOTING

const TYPE_WEAPON_LOOTING = 14

◆ TYPE_WEAPON_SHARPNESS

const TYPE_WEAPON_SHARPNESS = 9

◆ TYPE_WEAPON_SMITE

const TYPE_WEAPON_SMITE = 10

The documentation for this class was generated from the following file: