Enum types reference
Enums
PyJavaBridge wraps Minecraft's Java enums as EnumValue subclasses. Each enum type supports attribute-style access (EnumType.VALUE_NAME) and from_name("VALUE_NAME").
How Enums Work
All enum types inherit from EnumValue:
# Attribute-style access
material = Material.DIAMOND_SWORD
sound = Sound.ENTITY_EXPERIENCE_ORB_PICKUP
# from_name (useful for dynamic values)
material = Material.from_name("DIAMOND_SWORD")
See the EnumValue page for full details.
Material
from bridge import Material
Block and item types. Minecraft has hundreds of materials.
Common materials:
| Category |
Examples |
| Ores |
DIAMOND_ORE, IRON_ORE, GOLD_ORE, COAL_ORE |
| Blocks |
STONE, DIRT, GRASS_BLOCK, OAK_PLANKS, COBBLESTONE |
| Items |
DIAMOND_SWORD, IRON_PICKAXE, BOW, ARROW, STICK |
| Food |
GOLDEN_APPLE, COOKED_BEEF, BREAD, CAKE |
| Armor |
DIAMOND_HELMET, IRON_CHESTPLATE, LEATHER_BOOTS |
| Glass |
GLASS, RED_STAINED_GLASS, GLASS_PANE |
| Wool |
WHITE_WOOL, RED_WOOL, BLUE_WOOL |
| Misc |
BEACON, ENDER_PEARL, NETHER_STAR, TOTEM_OF_UNDYING |
sword = Item(Material.DIAMOND_SWORD)
await world.set_block(0, 60, 0, Material.STONE)
EntityType
from bridge import EntityType
Mob and entity types.
| Category |
Examples |
| Hostile |
ZOMBIE, SKELETON, CREEPER, SPIDER, ENDERMAN, WITCH |
| Passive |
COW, PIG, SHEEP, CHICKEN, VILLAGER, HORSE |
| Projectiles |
ARROW, FIREBALL, SNOWBALL, ENDER_PEARL, TRIDENT |
| Misc |
ITEM, EXPERIENCE_ORB, ARMOR_STAND, LIGHTNING_BOLT |
await Entity.spawn(EntityType.ZOMBIE, location)
await world.spawn_projectile(player, EntityType.FIREBALL)
EffectType
from bridge import EffectType
Potion effect types.
| Name |
Description |
SPEED |
Increases movement speed |
SLOWNESS |
Decreases movement speed |
HASTE |
Increases mining speed |
MINING_FATIGUE |
Decreases mining speed |
STRENGTH |
Increases attack damage |
INSTANT_HEALTH |
Heals instantly |
INSTANT_DAMAGE |
Damages instantly |
JUMP_BOOST |
Increases jump height |
REGENERATION |
Restores health over time |
RESISTANCE |
Reduces damage taken |
FIRE_RESISTANCE |
Immunity to fire damage |
WATER_BREATHING |
Breathe underwater |
INVISIBILITY |
Invisible to other players |
BLINDNESS |
Restricts vision |
NIGHT_VISION |
See in the dark |
POISON |
Deals damage over time |
WITHER |
Deals wither damage over time |
ABSORPTION |
Adds absorption hearts |
SATURATION |
Restores hunger |
GLOWING |
Glowing outline |
LEVITATION |
Float upward |
SLOW_FALLING |
Fall slowly |
await Effect.apply(player, EffectType.SPEED, duration=600, amplifier=1)
AttributeType
from bridge import AttributeType
Entity attribute types for stat modification.
| Name |
Default |
Description |
GENERIC_MAX_HEALTH |
20.0 |
Maximum health |
GENERIC_MOVEMENT_SPEED |
0.1 |
Walking speed |
GENERIC_ATTACK_DAMAGE |
1.0 |
Melee damage |
GENERIC_ATTACK_SPEED |
4.0 |
Attack cooldown |
GENERIC_ARMOR |
0.0 |
Armor points |
GENERIC_ARMOR_TOUGHNESS |
0.0 |
Armor toughness |
GENERIC_KNOCKBACK_RESISTANCE |
0.0 |
Knockback resistance |
GENERIC_LUCK |
0.0 |
Loot table luck |
GENERIC_FLYING_SPEED |
0.4 |
Creative fly speed |
GameMode
from bridge import GameMode
| Name |
Description |
SURVIVAL |
Normal survival |
CREATIVE |
Creative mode |
ADVENTURE |
Adventure mode |
SPECTATOR |
Spectator mode |
await player.set_game_mode(GameMode.CREATIVE)
Sound
from bridge import Sound
Minecraft sound effects. Examples:
| Name |
Description |
ENTITY_EXPERIENCE_ORB_PICKUP |
XP orb |
BLOCK_NOTE_BLOCK_BASS |
Note block bass |
BLOCK_NOTE_BLOCK_PLING |
Note block pling |
ENTITY_PLAYER_LEVELUP |
Level up |
ITEM_TOTEM_USE |
Totem activation |
ENTITY_ENDER_DRAGON_GROWL |
Dragon growl |
UI_BUTTON_CLICK |
Button click |
await player.play_sound(Sound.ENTITY_EXPERIENCE_ORB_PICKUP)
await world.play_sound(location, Sound.ENTITY_ENDER_DRAGON_GROWL, volume=2.0)
Particle
from bridge import Particle
Particle effects.
| Name |
Description |
FLAME |
Fire particles |
HEART |
Heart particles |
VILLAGER_HAPPY |
Green sparkles |
EXPLOSION_LARGE |
Large explosion |
REDSTONE |
Redstone dust |
SMOKE_NORMAL |
Normal smoke |
CRIT |
Critical hit sparkles |
SPELL_MOB |
Potion effect swirls |
END_ROD |
End rod particles |
TOTEM |
Totem of Undying particles |
await world.spawn_particle(Particle.FLAME, location, count=50)
await world.particle_sphere(location, 3.0, Particle.END_ROD)
Difficulty
from bridge import Difficulty
| Name |
PEACEFUL |
EASY |
NORMAL |
HARD |
Biome
from bridge import Biome
World biomes. Examples: PLAINS, FOREST, DESERT, OCEAN, MOUNTAINS, SWAMP, JUNGLE, TAIGA, SAVANNA, BADLANDS, THE_NETHER, THE_END.
await block.set_biome(Biome.DESERT)
BarColor
from bridge import BarColor
| Name |
PINK |
BLUE |
RED |
GREEN |
YELLOW |
PURPLE |
WHITE |
BarStyle
from bridge import BarStyle
| Name |
Description |
SOLID |
No segments |
SEGMENTED_6 |
6 segments |
SEGMENTED_10 |
10 segments |
SEGMENTED_12 |
12 segments |
SEGMENTED_20 |
20 segments |
DamageCause
from bridge import DamageCause
Why an entity took damage.
| Name |
Description |
CONTACT |
Touching a cactus or berry bush |
ENTITY_ATTACK |
Melee attack by entity |
ENTITY_SWEEP_ATTACK |
Sweep attack |
PROJECTILE |
Hit by a projectile |
SUFFOCATION |
Stuck inside a block |
FALL |
Falling |
FIRE |
Standing in fire |
FIRE_TICK |
Burning (on fire) |
LAVA |
In lava |
DROWNING |
Out of air underwater |
BLOCK_EXPLOSION |
Block explosion (TNT, bed) |
ENTITY_EXPLOSION |
Entity explosion (creeper) |
VOID |
Falling into the void |
LIGHTNING |
Struck by lightning |
STARVATION |
No food |
POISON |
Poison effect |
MAGIC |
Instant damage potion |
WITHER |
Wither effect |
FALLING_BLOCK |
Hit by falling block |
FLY_INTO_WALL |
Elytra into wall |
HOT_FLOOR |
Standing on magma |
CRAMMING |
Too many entities |
FREEZE |
Powder snow |
@event
async def entity_damage(e):
if e.damage_cause == DamageCause.FALL.name:
return 0 # No fall damage
Enchantment
from bridge import Enchantment
Item enchantment types.
| Name |
Description |
SHARPNESS |
Increased melee damage |
SMITE |
Extra damage to undead |
PROTECTION |
Reduced damage |
FIRE_PROTECTION |
Reduced fire damage |
EFFICIENCY |
Faster mining |
SILK_TOUCH |
Mine blocks as-is |
FORTUNE |
More drops |
UNBREAKING |
Increased durability |
MENDING |
Repair with XP |
INFINITY |
Infinite arrows |
POWER |
Stronger arrows |
PUNCH |
Arrow knockback |
FLAME |
Fire arrows |
LOOTING |
More mob drops |
THORNS |
Damage attackers |
DEPTH_STRIDER |
Faster underwater movement |
FROST_WALKER |
Freeze water |
FEATHER_FALLING |
Reduced fall damage |
item = ItemBuilder(Material.DIAMOND_SWORD).enchant(Enchantment.SHARPNESS, 5).build()
ItemFlag
from bridge import ItemFlag
Flags to hide item tooltip sections.
| Name |
Description |
HIDE_ENCHANTS |
Hide enchantments |
HIDE_ATTRIBUTES |
Hide attribute modifiers |
HIDE_UNBREAKABLE |
Hide "Unbreakable" tag |
HIDE_DESTROYS |
Hide "Can destroy" list |
HIDE_PLACED_ON |
Hide "Can be placed on" list |
HIDE_DYE |
Hide leather armor color |
HIDE_ARMOR_TRIM |
Hide armor trim |
EquipmentSlot
from bridge import EquipmentSlot
| Name |
HAND |
OFF_HAND |
HEAD |
CHEST |
LEGS |
FEET |
DyeColor
from bridge import DyeColor
| Name |
WHITE |
ORANGE |
MAGENTA |
LIGHT_BLUE |
YELLOW |
LIME |
PINK |
GRAY |
LIGHT_GRAY |
CYAN |
PURPLE |
BLUE |
BROWN |
GREEN |
RED |
BLACK |
SpawnReason
from bridge import SpawnReason
Why a creature spawned.
| Name |
Description |
NATURAL |
Natural world spawning |
SPAWNER |
Monster spawner |
EGG |
Spawn egg |
BREEDING |
Animal breeding |
COMMAND |
/summon command |
CUSTOM |
Plugin/API spawning |
LIGHTNING |
Lightning strike (skeleton horse) |
VILLAGE_DEFENSE |
Iron golem defense |
BUILD_IRONGOLEM |
Built iron golem |
BUILD_SNOWMAN |
Built snow golem |
CURED |
Cured zombie villager |
DROWNED |
Zombie became drowned |
JOCKEY |
Spider jockey |
REINFORCEMENTS |
Zombie reinforcements |
EntityCategory
from bridge import EntityCategory
| Name |
NONE |
UNDEAD |
ARTHROPOD |
ILLAGER |
WATER |
EntityPose
from bridge import EntityPose
| Name |
STANDING |
FALL_FLYING |
SLEEPING |
SWIMMING |
SPIN_ATTACK |
SNEAKING |
DYING |
SITTING |
BlockFace
from bridge import BlockFace
| Name |
NORTH |
SOUTH |
EAST |
WEST |
UP |
DOWN |
NORTH_EAST |
NORTH_WEST |
SOUTH_EAST |
SOUTH_WEST |
SELF |
TreeType
from bridge import TreeType
| Name |
TREE |
BIG_TREE |
BIRCH |
REDWOOD |
TALL_REDWOOD |
JUNGLE |
SMALL_JUNGLE |
JUNGLE_BUSH |
SWAMP |
ACACIA |
DARK_OAK |
CHERRY |
WeatherType
from bridge import WeatherType
WorldType
from bridge import WorldType
| Name |
NORMAL |
FLAT |
LARGE_BIOMES |
AMPLIFIED |
Action
from bridge import Action
Player block interaction type.
| Name |
Description |
LEFT_CLICK_BLOCK |
Left-clicked a block |
RIGHT_CLICK_BLOCK |
Right-clicked a block |
LEFT_CLICK_AIR |
Left-clicked air |
RIGHT_CLICK_AIR |
Right-clicked air |
PHYSICAL |
Stepped on pressure plate, etc. |
ChatColor
from bridge import ChatColor
Legacy Minecraft color codes. Prefer § codes in strings for simplicity.
| Name |
Code |
BLACK |
§0 |
DARK_BLUE |
§1 |
DARK_GREEN |
§2 |
DARK_AQUA |
§3 |
DARK_RED |
§4 |
DARK_PURPLE |
§5 |
GOLD |
§6 |
GRAY |
§7 |
DARK_GRAY |
§8 |
BLUE |
§9 |
GREEN |
§a |
AQUA |
§b |
RED |
§c |
LIGHT_PURPLE |
§d |
YELLOW |
§e |
WHITE |
§f |
BOLD |
§l |
ITALIC |
§o |
UNDERLINE |
§n |
STRIKETHROUGH |
§m |
RESET |
§r |
EventPriority
from bridge import EventPriority
| Name |
Description |
LOWEST |
First to run |
LOW |
Early |
NORMAL |
Default |
HIGH |
Late |
HIGHEST |
Last before monitor |
MONITOR |
Read-only observation |
TeleportCause
from bridge import TeleportCause
| Name |
Description |
ENDER_PEARL |
Ender pearl throw |
COMMAND |
/tp command |
PLUGIN |
Plugin teleport |
NETHER_PORTAL |
Nether portal |
END_PORTAL |
End portal |
CHORUS_FRUIT |
Ate chorus fruit |
SPECTATE |
Spectator teleport |
UNKNOWN |
Unknown cause |
InventoryType
from bridge import InventoryType
| Name |
Description |
CHEST |
Chest / double chest |
CRAFTING |
Player crafting grid |
DISPENSER |
Dispenser |
DROPPER |
Dropper |
FURNACE |
Furnace |
HOPPER |
Hopper |
PLAYER |
Player inventory |
WORKBENCH |
Crafting table |
ENCHANTING |
Enchanting table |
BREWING |
Brewing stand |
ANVIL |
Anvil |
BEACON |
Beacon |
SHULKER_BOX |
Shulker box |
BARREL |
Barrel |
BLAST_FURNACE |
Blast furnace |
SMOKER |
Smoker |
MERCHANT |
Villager trading |
Billboard
from bridge import Billboard
Display entity billboard mode (how it faces the player).
| Name |
Description |
FIXED |
No rotation |
VERTICAL |
Rotate on Y axis only |
HORIZONTAL |
Rotate on X axis only |
CENTER |
Always face the camera |
BarFlag
from bridge import BarFlag
Boss bar display flags.
| Name |
Description |
DARKEN_SKY |
Darken the sky |
PLAY_BOSS_MUSIC |
Play boss music |
CREATE_FOG |
Create world fog |