When I buy a weapon from my gui shop, it gives it to me. But when I delete all the tools in my inventory, and then get out of the game, it still shows them, so I deleted it again and bought some more weapons, I left. And it actually added onto it. How can you fix this glitch?
local rs = game:GetService("ReplicatedStorage")
local ds = game:GetService("DataStoreService")
local store = ds:GetDataStore("saveStore")
local library = rs:WaitForChild("Library")
--< Directory Functions
local dir = {}
local function edit(player, list)
dir[player.Name] = list
end
local function setup(player, list)
for i = 1, #list do
local tool = library:FindFirstChild(list[i])
if tool then
local clone = tool:Clone()
clone.Parent = player.Backpack
else
print(list[i] .. " not found")
end
end
end
--< Player Events
game.Players.PlayerAdded:connect(function(player)
local ready = false
player.CharacterAdded:connect(function(char)
local bp = player.Backpack
local data = nil
if ready == false then
ready = true
data = store:GetAsync(player.UserId)
if data then
setup(player, data)
edit(player, data)
end
end
char.Humanoid.Died:connect(function()
char.Humanoid:UnequipTools()
local old = player.StarterGear:GetChildren()
for i = 1, #old do
old[i]:Destroy()
end
local new = player.Backpack:GetChildren()
for i = 1, #new do
new[i].Parent = player.StarterGear
end
end)
--< Adjuster
local count = 0
local function adjust()
if char.Humanoid.Health > 0 then
local list = {}
local equipped = char:FindFirstChildOfClass("Tool")
if equipped then
table.insert(list, equipped.Name)
end
local tools = bp:GetChildren()
for i = 1, #tools do
table.insert(list, tools[i].Name)
end
if count ~= #list then
edit(player, list)
count = #list
end
end
end
--< Child Events
bp.ChildAdded:connect(adjust)
bp.ChildRemoved:connect(adjust)
char.ChildAdded:connect(function(child)
if child.ClassName == "Tool" then
adjust()
end
end)
char.ChildRemoved:connect(function(child)
if child.ClassName == "Tool" then
adjust()
end
end)
end)
end)
game.Players.PlayerRemoving:connect(function(player)
store:SetAsync(player.UserId, dir[player.Name])
dir[player.Name] = nil
end)
--< Safety
game:BindToClose(function()
wait(5)
end)
