Hi. I'm making a game that involves a tornado. I've been trying to implement different tornado strengths, by making each classification of tornado be able to pick up only certain types of materials. This is the script I have so far with nothing about that, and that works pretty well:

local hole = script.Parent -- Hole is kind of a code name for the tornado part (types easily).
local childList = {} -- Childlist is a list of debris that the tornado picks up.

local massConstant = 5.8

local mass = 32000 * massConstant

function checkObject(obj) -- Obj is the child model.
	if (obj ~= hole) and (obj.className == "Part") then
		if (obj.Anchored == false) then -- Will only make it debris if the part is not anchored.
			table.insert(childList, 1, obj) -- Adds part to child list, making it debris.
		end
	elseif (obj.className == "Model") or (obj.className == "Hat") or (obj.className == "Tool") or (obj == workspace) then -- Just a precautionary measure.
		local child = obj:GetChildren()
		for x = 1, #child do
			checkObject(child[x])
		end
		obj.ChildAdded:connect(checkObject)
	end
end

checkObject(workspace)

print("Tornado Damage Script Loaded.")

local n = 0
while true do
	if n < #childList then
		n = n + 1
		if n % 800 == 0 then
			wait()
		end
	else
		n = 1
		wait()
	end

	local child = childList[n]
	if (child ~= hole) and (child.className == "Part") and (child.Anchored == false) then
		local relPos = hole.Position - child.Position
		local motivator = child:FindFirstChild("BlackHole Influence") -- Motivator is what causes the part to go around the tornado.
		if relPos.magnitude * 240 * massConstant < mass then
			child:BreakJoints()
			if (relPos.magnitude * 320 * massConstant < mass) and (child.Size.z + hole.Size.x >  relPos.magnitude * 2 - 4) then
				mass = mass + child:GetMass()
				table.remove(childList, n)
				n = n - 1
				motivator:Remove() -- After a certain point, the debris will be spat out of the tornado, creating realistic tornado damage.
			else
				child.CanCollide = true
				if motivator == nil then
					motivator = Instance.new("BodyPosition")
					motivator.Parent = child
					motivator.Name = "BlackHole Influence"
				end
				motivator.position = hole.Position
				motivator.maxForce = Vector3.new(1, 1, 1) * mass * child:GetMass() / (relPos.magnitude * massConstant)
			end
		elseif motivator ~= nil then
			motivator:Remove()
		end
	end
end

What I had in mind at first was to insert an "and" statement into the "if/then" statement at line 10, as so:

		if (obj.Anchored == false) and (obj.Material == "Pebble") then -- Will only make it debris if the part is not anchored.
			table.insert(childList, 1, obj) -- Adds part to child list, making it debris.
		end

"Pebble" is just an example for a material. I tried this and suddenly the tornado did absolutely no damage. What am I doing wrong?