@@ -32,15 +32,16 @@ void init_boss(py::module_ &m)
3232 .finalize ();
3333
3434 py::native_enum<BarFlag>(m, " BarFlag" , " enum.Enum" ) //
35- .value (" DARKEN_SKY" , BarFlag::DarkenSky)
35+ .value (" DARKEN_SKY" , BarFlag::DarkenSky, " Darkens the sky like during fighting a wither." )
36+ .value (" CREATE_FOG" , BarFlag::CreateFog, " Creates fog around the world." )
3637 .finalize ();
3738
3839 py::native_enum<BarStyle>(m, " BarStyle" , " enum.Enum" ) //
39- .value (" SOLID" , BarStyle::Solid)
40- .value (" SEGMENTED_6" , BarStyle::Segmented6)
41- .value (" SEGMENTED_10" , BarStyle::Segmented10)
42- .value (" SEGMENTED_12" , BarStyle::Segmented12)
43- .value (" SEGMENTED_20" , BarStyle::Segmented20)
40+ .value (" SOLID" , BarStyle::Solid, " Makes the boss bar solid (no segments) " )
41+ .value (" SEGMENTED_6" , BarStyle::Segmented6, " Splits the boss bar into 6 segments " )
42+ .value (" SEGMENTED_10" , BarStyle::Segmented10, " Splits the boss bar into 10 segments " )
43+ .value (" SEGMENTED_12" , BarStyle::Segmented12, " Splits the boss bar into 12 segments " )
44+ .value (" SEGMENTED_20" , BarStyle::Segmented20, " Splits the boss bar into 20 segments " )
4445 .finalize ();
4546
4647 py::class_<BossBar>(m, " BossBar" , " Represents a boss bar that is displayed to players." )
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