Dysoch/DyTech — pull request #141 by FreeER (2014-09-16 02:31:53+00:00)
Title: Modular tools

Should be mostly working at this point, CreateModularTool needs to be edited to use the modularInfo properly (I wasn't certain initially what you wanted and really only just got the framework working as it should be so...I mostly left it to you to implement as you'd like) and there are several places where strings should really be moved to a script locale, but it's a decent start I think (ok, the code is probably pretty horrible, but it works fairly well and that's the important part right?). Oh, and of course all of the proper prototypes need to be given appropriate modular info based on how you adjust the function (and passed to ToolsDatabase.makeModularPart, I see a for loop being handy for that...). But that should be pretty much everything to make it basically functional.

The only way, currently, to test is with `remote.call("DyTech-Tools", "showCraftingGUI")` but it's accurate since you'd pretty much just call `ToolsDatabase.showCraftingGUI()` from control.lua whenever the player did...well whatever you'd like them to do to activate the crafting GUI obviously. If you just want to test the giving of the tool you can use `remote.call("DyTech-Tools", "craftModularTool", remote.call("DyTech-Tools", "getModularToolname", "handle_name", "rod_name", "head_name"))`... the GUI's probably easier lol.

By the way, if you're hesitant about accepting this immediately, you can [checkout pull requests](https://gist.github.com/piscisaureus/3342247). If you need me to clarify anything just let me know.