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---
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title: Block und Item Callbacks
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layout: default
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root: ../..
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idx: 2.15
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description: Learn about callbacks, actions, and events, including on_use, on_punch, on_place, on_rightclick
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---
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## Einleitung <!-- omit in toc -->
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Minetest verwendet hauptsächlich ein Callback-basiertes Modding-Design. Ein Rückruf ist eine Funktion
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die Sie an eine API übergeben und die aufgerufen wird, wenn ein Ereignis eintritt. Zum Beispiel können Sie
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eine Funktion "on_punch" in einer Node-Definition angeben, die aufgerufen wird, wenn ein Spieler
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einen Knoten anstößt. Es gibt auch globale Callbacks wie
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`minetest.register_on_punchnode`, um Ereignisse für alle Knoten zu empfangen.
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- [Item Callbacks](#item-callbacks)
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- [on_use](#on_use)
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- [on_place und on_secondary_use](#on_place-und-on_secondary_use)
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- [on_drop](#on_drop)
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- [after_use](#after_use)
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- [item_place vs place_item](#item_place-vs-place_item)
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- [Node Callbacks](#node-callbacks)
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- [Right-clicking and placing a node](#right-clicking-and-placing-a-node)
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- [Punching and digging](#punching-and-digging)
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- [...and more!](#and-more)
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## Item Callbacks
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Wenn ein Spieler einen Block, einen Handwerksgegenstand oder ein Werkzeug in seinem Inventar hat, kann er folgende Ereignisse auslösen
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bestimmte Ereignisse:
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| Callback | Standard-Bindung | Standard Wert |
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|------------------|-------------------------------|----------------------------------------------|
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| on_use | links-click | nil |
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| on_place | rechts-click auf einen Block | `minetest.item_place` |
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| on_secondary_use | rechts-click auf keinen Block | `minetest.item_secondary_use` (does nothing) |
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| on_drop | Q | `minetest.item_drop` |
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| after_use | Abbauen eines Blockes | nil |
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### on_use
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Mit einem Verwendungsrückruf wird verhindert, dass das Item zum abbauen von Blöcken verwendet wird. Eine häufige
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Verwendung des Verwendungsrückrufs ist für Lebensmittel:
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```lua
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minetest.register_craftitem("meinemod:matschekuchen", {
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description = "Alien Matschekuchen",
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inventory_image = "meinessen_matschekuchen.png",
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on_use = minetest.item_eat(20),
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})
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```
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Die Zahl, die an die Funktion minetest.item_eat übergeben wird, ist die Anzahl der Hitpoints,
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Punkte, die durch den Verzehr dieser Nahrung geheilt werden. Jedes Herzsymbol, das der Spieler hat, ist
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zwei Hitpoints wert. Ein Spieler kann in der Regel bis zu 10 Herzen haben, was gleichbedeutend ist mit
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20 Hitpoints.
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minetest.item_eat() ist eine Funktion, die eine Funktion zurückgibt und diese als on_use-Rückruf. Das bedeutet, dass der obige Code dem hier entspricht:
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```lua
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minetest.register_craftitem("meinemod:matschekuchen", {
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description = "Alien Matschekuchen",
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inventory_image = "meinessen_matschekuchen.png",
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on_use = function(...)
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return minetest.do_item_eat(20, nil, ...)
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end,
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})
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```
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Wenn man versteht, wie item_eat funktioniert, indem es einfach eine Funktion zurückgibt, ist es möglich, die Funktion so zu ändern, dass sie ein komplexeres Verhalten wie das Abspielen eines benutzerdefinierten Sounds ermöglicht.
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### on_place und on_secondary_use
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Der Unterschied zwischen `on_place` und `on_secondary_use` ist, dass `on_place` aufgerufen wird,
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wenn der Spieler auf einen Knoten zeigt und `on_secondary_use`, wenn der
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Spieler dies nicht tut.
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Beide Callbacks werden für alle Arten von Items aufgerufen. `on_place` ist standardmäßig auf die
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Funktion `minetest.item_place`, die den Aufruf des `on_rightclick`
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Callback des angezeigten Knotens aufruft oder den geschwungenen Gegenstand platziert, wenn es ein Knoten ist.
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Übersetzt mit www.DeepL.com/Translator (kostenlose Version)
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### on_drop
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on_drop wird aufgerufen, wenn der Spieler einen Gegenstand fallen lassen will, zum Beispiel mit
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die Abwurftaste (Q) oder durch Ziehen außerhalb des Inventars. Es wird standardmäßig die Funktion
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`minetest.item_drop`, die das Fallenlassen des Gegenstandes übernimmt.
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### after_use
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`after_use` is called when digging a node and allows you to customise how wear
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is applied to a tool. If after_use doesn't exist, then it is the same as:
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```lua
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after_use = function(itemstack, user, node, digparams)
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itemstack:add_wear(digparams.wear)
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return itemstack
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end
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```
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## item_place vs place_item
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Minetest's API includes many different built-in callback implementations for you
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to use. These callbacks are named with the item type first, for example,
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`minetest.item_place` and `minetest.node_dig`. Some callback implementations are
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used directly whereas some are functions that return the callback:
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```lua
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minetest.register_item("mymod:example", {
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on_place = minetest.item_place,
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on_use = minetest.item_eat(10),
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})
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```
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Minetest's API also includes built-in functions that _do_ something. These are
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often named in a confusingly similar way to built-in callback implementations
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but have the verb first. Examples include `minetest.place_item` and
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`minetest.dig_node` - these functions allow you to dig and place nodes with a
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similar effect to players.
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## Node Callbacks
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When a node is in an inventory, it uses Item Callbacks, as discussed above. When
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a node is placed in the world, it uses Node Callbacks. There are quite a lot of
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node callbacks, too many to discuss in this book. However, quite a few of them
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will be talked about later in the book.
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Several of the callbacks are related to node operations such as placing and
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removing from the world. It's important to note that node operation callbacks
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like these aren't called from bulk changes - those that set a large number of
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nodes at once - for performance reasons. Therefore, you can't rely on these
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callbacks to always be called.
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### Right-clicking and placing a node
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When the user right-clicks with an item whilst pointing at a node, the item's
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`on_place` callback is called. By default, this is set to `minetest.item_place`.
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If the pointed node has an `on_rightclick` callback and sneak (shift) is held,
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then the `on_rightclick` callback is called. Otherwise, `minetest.item_place`
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will place the node.
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Placing a node will call both `on_construct` and `after_place_node`.
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`on_construct` is called by any node set event that wasn't in bulk and is just
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given the node's position and value .`after_place_node` is only called by node
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place, and so has more information - such as the placer and itemstack.
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It's important to note that players aren't the only objects that can place
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nodes; it's common for mobs and mods to place nodes. To account for this,
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`placer` could be a player, entity, or nil.
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```lua
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minetest.register_node("mymod:mynode", {
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on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
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if clicker:is_player() then
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minetest.chat_send_player(clicker:get_player_name(), "Hello world!")
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end
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end,
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on_construct = function(pos, node)
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local meta = minetest.get_meta(pos)
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meta:set_string("infotext", "My node!")
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end,
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after_place_node = function(pos, placer, itemstack, pointed_thing)
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-- Make sure to check placer
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if placer and placer:is_player() then
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local meta = minetest.get_meta(pos)
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meta:set_string("owner", placer:get_player_name())
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end
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end,
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})
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```
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### Punching and digging
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Punching is when the player left-clicks for a short period. If the wielded item
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has an `on_use` callback, this will be called. Otherwise, the `on_punch`
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callback on the pointed node will be called.
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When the player attempts to dig a node, the `on_dig` callback on the node will be called.
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This defaults to `minetest.node_dig`, which will check for area protection, wear
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out the tool, remove the node, and run the `after_dig_node` callback.
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```lua
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minetest.register_node("mymod:mynode", {
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on_punch = function(pos, node, puncher, pointed_thing)
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if puncher:is_player() then
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minetest.chat_send_player(clicker:get_player_name(), "Ow!")
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end
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end,
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})
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```
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### ...and more!
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Check out Minetest's Lua API reference for a list of all node callbacks, and
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more information on the callbacks above.
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