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IRC log for #minetest, 2024-06-22

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All times shown according to UTC.

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20:15 Adamsky Hi. I'm new to modding and I'm trying to add a sword that breaks after not that many uses. Inside of tool_capabilities, I'm setting punch_attack_uses = 3 but not matter what value I set it to, it doesn't seem to affect the durabilitity of the sword. Also, under groupcaps, I'm setting snappy uses to 3 which does affect its durability when breaking things, but not attacking. Is there something I'm missing?
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20:29 Krock Adamsky: https://github.com/minetest/minetest_game/blob/master/mods/default/tools.lua#L381
20:29 Krock the "uses" param defines how often it can be used
20:31 Krock see lua_api.md for documentation
20:33 Adamsky That's what I'm doing. It works when breaking things, like leaves, but it doesn't change how many times I can hit things until it breaks, and punch_attack_uses has no effect (that I can discern).
20:34 Mantar lua_api, under Tool capabilities definition, says: * Punch attack uses (until the tool breaks)
20:34 Mantar so if it's not working that's either a bug in MT or a bug in lua_apil.md
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21:17 frostsnow Adamsky: As I recall, 'punch_attack_uses' is a newer attribute, and previously mods added wear themselves by overridding on_...hit(), I think.  So the entity you're hitting would need to be refactored to make use of the new attribute.
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21:20 frostsnow Ah, 'on_punch()' is what the LUA entities use
21:31 Adamsky As a workaround, should I, say, override on_use to have it add wear there?
21:35 frostsnow I don't think I've tried that, and I'm not sure how it'd apply to tools.  I think the mod will set the wear on the item directly so you'd have to somehow detect that and then change it.  And beware the tool will insta-break when it hits max wear.
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21:56 cheapie Hmm, some change semi-recently seems to have made entity movement with the player attached work a lot better on slow processors. Not sure what the change was, but it's nice to see anyway.
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22:14 Adamsky The Creatura mob API seems to add wear to whatever item hit a creature. Is there a way to avoid this so I can control how quickly my weapons wear?
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22:42 Adamsky If I'm overriding the on_use function for a tool, how do I call the original on_use before writing my code (i.e. I want a sword to act like a sword normally, but then have something else happen after I attack something with it).
22:43 cheapie You should be able to grab the original on_use out of minetest.registered_<whatever> before you override it, then store it somewhere.
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22:54 Adamsky That doesn't seem to work, since the original on_use is nil. I need to get the original function that would run instead if on_use is nil.
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