Difference between revisions of "Proposals/Damage system"

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Line 18: Line 18:
 
     self.object:set_armor_groups({fleshy=3})
 
     self.object:set_armor_groups({fleshy=3})
 
</pre>
 
</pre>
 +
 +
=== Damage calculation ===
 +
 +
Ehm, you don't want to know.
  
 
== New ==
 
== New ==
Line 39: Line 43:
 
</pre>
 
</pre>
 
<pre>
 
<pre>
     self.object:set_armor_groups({fleshy=-1})
+
     self.object:set_armor_groups({fleshy=1})
 
</pre>
 
</pre>
 +
 +
=== 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) * (1.5 ^ object.armor_groups[group]) -- Where object.armor_groups[group] is 0 for inexisting values
 +
return damage

Revision as of 20:57, 26 March 2013

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=1})

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) * (1.5 ^ object.armor_groups[group]) -- Where object.armor_groups[group] is 0 for inexisting values

return damage