Damage system

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Old

minetest.register_tool("default:sword_steel", {
    description = "Steel Sword",
    inventory_image = "default_tool_steelsword.png",
    tool_capabilities = {
        full_punch_interval = 0.8,
        max_drop_level=1,
        groupcaps={
            fleshy={times={[1]=2.00, [2]=0.80, [3]=0.40}, uses=10, maxlevel=2},
            snappy={times={[2]=0.70, [3]=0.30}, uses=40, maxlevel=1},
            choppy={times={[3]=0.65}, uses=40, maxlevel=0}
        }
    }
})
    self.object:set_armor_groups({fleshy=3})

Damage calculation

Ehm, you don't want to know.

New

minetest.register_tool("default:sword_steel", {
    description = "Steel Sword",
    inventory_image = "default_tool_steelsword.png",
    tool_capabilities = {
        -- Digging capabilities
        max_drop_level = 1,
        groupcaps = {
            fleshy={times={[1]=2.00, [2]=0.80, [3]=0.40}, uses=10, maxlevel=2},
            snappy={times={[2]=0.70, [3]=0.30}, uses=40, maxlevel=1},
            choppy={times={[3]=0.65}, uses=40, maxlevel=0}
        },
        -- Damage capabilities
        full_punch_interval = 0.8,
        damage_groups = {fleshy=8, snappy=4, choppy=2},
    }
})
    self.object:set_armor_groups({fleshy=100})

Damage calculation

damage = 0
foreach group in cap.damage_groups:
    damage += cap.damage_groups[group] * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
        * (object.armor_groups[group] / 100.0)
        -- Where object.armor_groups[group] is 0 for inexisting values
return damage
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