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Original file line number Diff line number Diff line change
Expand Up @@ -70,90 +70,65 @@ public static void registerEnchantments(IEventBus bus) {
}

public static boolean areCompatible(PetEnchantment e1, Enchantment e2) {
if(e1 == HEALTH_BOOST) {
return e2 != HEALTH_SIPHON;
switch (e1) {
case HEALTH_BOOST:
return e2 != HEALTH_SIPHON;
case FIREPROOF:
return e2 != POISON_RESISTANCE && e2 != FROST_FANG && e2 != AMPHIBIOUS;
case IMMUNITY_FRAME:
return e2 != DEFLECTION && e2 != BLAZING_PROTECTION;
case DEFLECTION:
return e2 != IMMUNITY_FRAME && e2 != DEFUSAL && e2 != PSYCHIC_WALL && e2 != BLAZING_PROTECTION;
case POISON_RESISTANCE:
return e2 != FIREPROOF;
case CHAIN_LIGHTNING:
return e2 != FROST_FANG && e2 != MAGNETIC && e2 != BUBBLING && e2 != SHADOW_HANDS;
case FROST_FANG:
return e2 != CHAIN_LIGHTNING && e2 != FIREPROOF && e2 != BUBBLING && e2 != WARPING_BITE && e2 != BLAZING_PROTECTION;
case MAGNETIC:
return e2 != CHAIN_LIGHTNING && e2 != SHEPHERD && e2 != VAMPIRE && e2 != SHADOW_HANDS && e2 != PSYCHIC_WALL && e2 != INTIMIDATION;
case TOTAL_RECALL:
return e2 != UNDEAD_CURSE;
case HEALTH_SIPHON:
return e2 != HEALTH_BOOST && e2 != VAMPIRE && e2 != GLUTTONOUS && e2 != HEALING_AURA;
case BUBBLING:
return e2 != CHAIN_LIGHTNING && e2 != FROST_FANG && e2 != SHADOW_HANDS && e2 != WARPING_BITE;
case SHEPHERD:
return e2 != MAGNETIC && e2 != ORE_SCENTING && e2 != PSYCHIC_WALL && e2 != BLIGHT_CURSE;
case AMPHIBIOUS:
return e2 != FIREPROOF && e2 != BLAZING_PROTECTION;
case VAMPIRE:
return e2 != MAGNETIC && e2 != HEALTH_SIPHON && e2 != GLUTTONOUS && e2 != HEALING_AURA;
case UNDEAD_CURSE:
return e2 != TOTAL_RECALL;
case SHADOW_HANDS:
return e2 != CHAIN_LIGHTNING && e2 != MAGNETIC && e2 != BUBBLING && e2 != DISK_JOCKEY && e2 != BLAZING_PROTECTION;
case DISK_JOCKEY:
return e2 != SHADOW_HANDS && e2 != MUFFLED && e2 != BLAZING_PROTECTION;
case DEFUSAL:
return e2 != DEFLECTION;
case WARPING_BITE:
return e2 != FROST_FANG && e2 != BUBBLING;
case ORE_SCENTING:
return e2 != SHEPHERD;
case GLUTTONOUS:
return e2 != VAMPIRE && e2 != HEALTH_SIPHON;
case PSYCHIC_WALL:
return e2 != MAGNETIC && e2 != DEFLECTION && e2 != SHEPHERD;
case INTIMIDATION:
return e2 != MAGNETIC && e2 != WARPING_BITE;
case BLIGHT_CURSE:
return e2 != SHEPHERD;
case MUFFLED:
return e2 != DISK_JOCKEY;
case BLAZING_PROTECTION:
return e2 != IMMUNITY_FRAME && e2 != DEFLECTION && e2 != AMPHIBIOUS && e2 != FROST_FANG && e2 != SHADOW_HANDS && e2 != DISK_JOCKEY;
case HEALING_AURA:
return e2 != REJUVENATION && e2 != VAMPIRE && e2 != HEALTH_SIPHON;
case REJUVENATION:
return e2 != HEALING_AURA && e2 != HEALTH_SIPHON;
default:
return true;
}
if(e1 == FIREPROOF){
return e2 != POISON_RESISTANCE && e2 != FROST_FANG && e2 != AMPHIBIOUS;
}
if(e1 == IMMUNITY_FRAME){
return e2 != DEFLECTION && e2 != BLAZING_PROTECTION;
}
if(e1 == DEFLECTION){
return e2 != IMMUNITY_FRAME && e2 != DEFUSAL && e2 != PSYCHIC_WALL && e2 != BLAZING_PROTECTION;
}
if(e1 == POISON_RESISTANCE){
return e2 != FIREPROOF;
}
if(e1 == CHAIN_LIGHTNING){
return e2 != FROST_FANG && e2 != MAGNETIC && e2 != BUBBLING && e2 != SHADOW_HANDS;
}
if(e1 == FROST_FANG){
return e2 != CHAIN_LIGHTNING && e2 != FIREPROOF && e2 != BUBBLING && e2 != WARPING_BITE && e2 != BLAZING_PROTECTION;
}
if(e1 == MAGNETIC){
return e2 != CHAIN_LIGHTNING && e2 != SHEPHERD && e2 != VAMPIRE && e2 != SHADOW_HANDS && e2 != PSYCHIC_WALL && e2 != INTIMIDATION;
}
if(e1 == TOTAL_RECALL){
return e2 != UNDEAD_CURSE;
}
if(e1 == HEALTH_SIPHON){
return e2 != HEALTH_BOOST && e2 != VAMPIRE && e2 != GLUTTONOUS && e2 != HEALING_AURA;
}
if(e1 == BUBBLING){
return e2 != CHAIN_LIGHTNING && e2 != FROST_FANG && e2 != SHADOW_HANDS && e2 != WARPING_BITE;
}
if(e1 == SHEPHERD){
return e2 != MAGNETIC && e2 != ORE_SCENTING && e2 != PSYCHIC_WALL && e2 != BLIGHT_CURSE;
}
if(e1 == AMPHIBIOUS){
return e2 != FIREPROOF && e2 != BLAZING_PROTECTION;
}
if(e1 == VAMPIRE){
return e2 != MAGNETIC && e2 != HEALTH_SIPHON && e2 != GLUTTONOUS && e2 != HEALING_AURA;
}
if(e1 == UNDEAD_CURSE){
return e2 != TOTAL_RECALL;
}
if(e1 == SHADOW_HANDS){
return e2 != CHAIN_LIGHTNING && e2 != MAGNETIC && e2 != BUBBLING && e2 != DISK_JOCKEY && e2 != BLAZING_PROTECTION;
}
if(e1 == DISK_JOCKEY){
return e2 != SHADOW_HANDS && e2 != MUFFLED && e2 != BLAZING_PROTECTION;
}
if(e1 == DEFUSAL){
return e2 != DEFLECTION;
}
if(e1 == WARPING_BITE){
return e2 != FROST_FANG && e2 != BUBBLING;
}
if(e1 == ORE_SCENTING){
return e2 != SHEPHERD;
}
if(e1 == GLUTTONOUS){
return e2 != VAMPIRE && e2 != HEALTH_SIPHON;
}
if(e1 == PSYCHIC_WALL){
return e2 != MAGNETIC && e2 != DEFLECTION && e2 != SHEPHERD;
}
if(e1 == INTIMIDATION){
return e2 != MAGNETIC && e2 != WARPING_BITE;
}
if(e1 == BLIGHT_CURSE){
return e2 != SHEPHERD;
}
if(e1 == MUFFLED){
return e2 != DISK_JOCKEY;
}
if(e1 == BLAZING_PROTECTION){
return e2 != IMMUNITY_FRAME && e2 != DEFLECTION && e2 != AMPHIBIOUS && e2 != FROST_FANG && e2 != SHADOW_HANDS && e2 != DISK_JOCKEY;
}
if(e1 == HEALING_AURA){
return e2 != REJUVENATION && e2 != VAMPIRE && e2 != HEALTH_SIPHON;
}
if(e1 == REJUVENATION){
return e2 != HEALING_AURA && e2 != HEALTH_SIPHON;
}
return true;
}
}