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Need help making an item enchantable


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So I'm using a mod that adds a "god sword" into the game. This sword is unfortunately not enchantable so I'm looking to change it. The only code that seems related is in the weapon's .class file which is here: 

 
  public int getItemEnchantability() {
    return this.tier.m_6601_();
  }

 

The entire file is below:

package blackwolf00.elementalswords.common;

import blackwolf00.elementalswords.config.ConfigEffects;
import com.google.common.collect.ImmutableMultimap;
import com.google.common.collect.Multimap;
import com.mojang.blaze3d.platform.InputConstants;
import java.util.List;
import net.minecraft.ChatFormatting;
import net.minecraft.client.Minecraft;
import net.minecraft.core.BlockPos;
import net.minecraft.network.chat.Component;
import net.minecraft.world.InteractionHand;
import net.minecraft.world.InteractionResultHolder;
import net.minecraft.world.effect.MobEffectInstance;
import net.minecraft.world.effect.MobEffects;
import net.minecraft.world.entity.Entity;
import net.minecraft.world.entity.EquipmentSlot;
import net.minecraft.world.entity.LivingEntity;
import net.minecraft.world.entity.ai.attributes.Attribute;
import net.minecraft.world.entity.ai.attributes.AttributeModifier;
import net.minecraft.world.entity.ai.attributes.Attributes;
import net.minecraft.world.entity.player.Player;
import net.minecraft.world.item.Item;
import net.minecraft.world.item.ItemStack;
import net.minecraft.world.item.Tier;
import net.minecraft.world.item.TieredItem;
import net.minecraft.world.item.TooltipFlag;
import net.minecraft.world.item.Vanishable;
import net.minecraft.world.level.BlockGetter;
import net.minecraft.world.level.Level;
import net.minecraft.world.level.block.Blocks;
import net.minecraft.world.level.block.state.BlockState;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
import net.minecraftforge.common.ToolAction;
import net.minecraftforge.common.ToolActions;

public class FusionSword extends TieredItem implements Vanishable {
  private final float totalDamage;
  
  private final Tier tier;
  
  private final Multimap<Attribute, AttributeModifier> defaultModifiers;
  
  public FusionSword(Tier tierIn, int damage, float speed, Item.Properties builderIn) {
    super(tierIn, builderIn);
    this.tier = tierIn;
    this.totalDamage = damage + this.tier.m_6631_();
    ImmutableMultimap.Builder<Attribute, AttributeModifier> builder = ImmutableMultimap.builder();
    builder.put(Attributes.f_22281_, new AttributeModifier(f_41374_, "Weapon modifier", this.totalDamage, AttributeModifier.Operation.ADDITION));
    builder.put(Attributes.f_22283_, new AttributeModifier(f_41375_, "Weapon modifier", speed, AttributeModifier.Operation.ADDITION));
    this.defaultModifiers = (Multimap<Attribute, AttributeModifier>)builder.build();
  }
  
  public int getItemEnchantability() {
    return this.tier.m_6601_();
  }
  
  public boolean getIsRepairable(ItemStack toRepair, ItemStack repair) {
    return (this.tier.m_6282_().test(repair) || isRepairable(toRepair));
  }
  
  public float getAttackDamage() {
    return this.totalDamage;
  }
  
  public boolean m_6777_(BlockState state, Level level, BlockPos pos, Player player) {
    return !player.m_7500_();
  }
  
  public float m_8102_(ItemStack stack, BlockState state) {
    return 1.0F;
  }
  
  public boolean m_7579_(ItemStack stack, LivingEntity target, LivingEntity attacker) {
    stack.m_41622_(1, attacker, entity -> entity.m_21166_(EquipmentSlot.MAINHAND));
    return true;
  }
  
  public boolean m_6813_(ItemStack stack, Level level, BlockState state, BlockPos pos, LivingEntity entityLiving) {
    if (state.m_60800_((BlockGetter)level, pos) != 0.0F)
      stack.m_41622_(2, entityLiving, entity -> entity.m_21166_(EquipmentSlot.MAINHAND)); 
    return true;
  }
  
  public boolean m_8096_(BlockState blockIn) {
    return blockIn.m_60713_(Blocks.f_50033_);
  }
  
  public boolean m_5812_(ItemStack item) {
    return true;
  }
  
  public Multimap<Attribute, AttributeModifier> m_7167_(EquipmentSlot equipmentSlot) {
    return (equipmentSlot == EquipmentSlot.MAINHAND) ? this.defaultModifiers : super.m_7167_(equipmentSlot);
  }
  
  public boolean onLeftClickEntity(ItemStack stack, Player player, Entity entity) {
    return super.onLeftClickEntity(stack, player, entity);
  }
  
  @OnlyIn(Dist.CLIENT)
  public void m_7373_(ItemStack stack, Level level, List<Component> tooltip, TooltipFlag flag) {
    super.m_7373_(stack, level, tooltip, flag);
    if (InputConstants.m_84830_(Minecraft.m_91087_().m_91268_().m_85439_(), 340)) {
      tooltip.add(Component.m_237115_("tooltip.fusion_sword").m_130940_(ChatFormatting.GRAY));
    } else {
      tooltip.add(Component.m_237115_("tooltip.hold_shift").m_130940_(ChatFormatting.GRAY));
    } 
  }
  
  public InteractionResultHolder<ItemStack> m_7203_(Level level, Player playerIn, InteractionHand handIn) {
    if (((Boolean)ConfigEffects.JUMP_F.get()).booleanValue())
      playerIn.m_7292_(new MobEffectInstance(MobEffects.f_19603_, 10000, ((Integer)ConfigEffects.JUMP_F_LEVEL.get()).intValue() - 1)); 
    if (((Boolean)ConfigEffects.MOVEMENT_SPEED_F.get()).booleanValue())
      playerIn.m_7292_(new MobEffectInstance(MobEffects.f_19596_, 10000, ((Integer)ConfigEffects.MOVEMENT_SPEED_F_LEVEL.get()).intValue() - 1)); 
    if (((Boolean)ConfigEffects.SLOW_FALLING_F.get()).booleanValue())
      playerIn.m_7292_(new MobEffectInstance(MobEffects.f_19591_, 10000, ((Integer)ConfigEffects.SLOW_FALLING_F_LEVEL.get()).intValue() - 1)); 
    if (((Boolean)ConfigEffects.ABSORPTION_F.get()).booleanValue())
      playerIn.m_7292_(new MobEffectInstance(MobEffects.f_19617_, 10000, ((Integer)ConfigEffects.ABSORPTION_F_LEVEL.get()).intValue() - 1)); 
    if (((Boolean)ConfigEffects.DAMAGE_RESISTANCE_F.get()).booleanValue())
      playerIn.m_7292_(new MobEffectInstance(MobEffects.f_19606_, 10000, ((Integer)ConfigEffects.DAMAGE_RESISTANCE_F_LEVEL.get()).intValue() - 1)); 
    if (((Boolean)ConfigEffects.DAMAGE_BOOST_F.get()).booleanValue())
      playerIn.m_7292_(new MobEffectInstance(MobEffects.f_19600_, 10000, ((Integer)ConfigEffects.DAMAGE_BOOST_F_LEVEL.get()).intValue() - 1)); 
    if (((Boolean)ConfigEffects.CONDUIT_POWER_F.get()).booleanValue())
      playerIn.m_7292_(new MobEffectInstance(MobEffects.f_19592_, 10000, ((Integer)ConfigEffects.CONDUIT_POWER_F_LEVEL.get()).intValue() - 1)); 
    if (((Boolean)ConfigEffects.DOLPHINS_GRACE_F.get()).booleanValue())
      playerIn.m_7292_(new MobEffectInstance(MobEffects.f_19593_, 10000, ((Integer)ConfigEffects.DOLPHINS_GRACE_F_LEVEL.get()).intValue() - 1)); 
    if (((Boolean)ConfigEffects.WATER_BREATHING_F.get()).booleanValue())
      playerIn.m_7292_(new MobEffectInstance(MobEffects.f_19608_, 10000, ((Integer)ConfigEffects.WATER_BREATHING_F_LEVEL.get()).intValue() - 1)); 
    if (((Boolean)ConfigEffects.FIRE_RESISTANCE_F.get()).booleanValue())
      playerIn.m_7292_(new MobEffectInstance(MobEffects.f_19607_, 10000, ((Integer)ConfigEffects.FIRE_RESISTANCE_F_LEVEL.get()).intValue() - 1)); 
    if (((Boolean)ConfigEffects.HEALTH_BOOST_F.get()).booleanValue())
      playerIn.m_7292_(new MobEffectInstance(MobEffects.f_19616_, 10000, ((Integer)ConfigEffects.HEALTH_BOOST_F_LEVEL.get()).intValue() - 1)); 
    if (((Boolean)ConfigEffects.REGENERATION_F.get()).booleanValue())
      playerIn.m_7292_(new MobEffectInstance(MobEffects.f_19605_, 10000, ((Integer)ConfigEffects.REGENERATION_F_LEVEL.get()).intValue() - 1)); 
    return InteractionResultHolder.m_19098_(playerIn.m_21120_(handIn));
  }
  
  public boolean canPerformAction(ItemStack stack, ToolAction toolAction) {
    return ToolActions.DEFAULT_SWORD_ACTIONS.contains(toolAction);
  }
}

How do I make this thing enchantable?

 

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It is difficult to modify compiled code unless you already have a lot of experience with it. You should look for the source code, such as on a github repo, as this will be easier to read and understand (it may have code comments, won't be obfuscated names, and won't have decompilation artifacts)

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