Damage system

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