player = game.Players.LocalPlayer
playerinWorkspace = player.Character.Name
inventory = script.Parent.Parent
inv_shown = false
local itemtoReplace
function replace()
local item = script.Parent.theItem.Value
if item then
if item.itemEquipped.Value == true then
print("This is already equipped")
else
if item.itemType.Value == "Weapon" then
for j,k in pairs(player.Equip:GetChildren()) do
if k.itemType.Value == "Weapon" then
local itemName = k.Name
k:Destroy()
end
end
wait()
itemtoReplace.itemEquipped.Value = false
local itemtoEquip = item:Clone()
itemtoEquip.Parent = player.Equip
end
end
end
end
function itemEquip()
local item = script.Parent.theItem.Value
if item then
if item:findFirstChild("itemLevel") then
if player.Stats.Lvl.Value < item.itemLevel.Value then
print("Put Errror Here")
end
end
local found_wep = false
if item:findFirstChild("itemType") then
if item.itemType.Value == "Weapon" then
for j,k in pairs(player.StarterGear:GetChildren()) do
if k.className == "Tool" then
found_wep = true
end
end
for j,k in pairs(player.Equip:GetChildren()) do
if k.className == "Tool" then
found_wep = true
end
end
for j,k in pairs(player.Character:GetChildren()) do
if k.className == "Tool" then
found_wep = true
end
end
if found_wep == false then
item.itemEquipped.Value = true
local clon = item:Clone()
clon.Parent = player.Equip
script.Parent.Visible = false
else
item.itemEquipped.Value = true
itemtoReplace = item
print("Replace? Message")
replace()
end
elseif item.itemType.Value == "Helm" or item.itemType.Value == "Chest" or item.itemType.Value == "Back" then
item.Parent = player.Equip
for j,k in pairs(player.Equip:GetChildren()) do
if k ~= item then
if k:findFirstChild("itemType") then
if k.itemType.Value == item.itemType.Value then
k.Parent = player.Inventory
end
end
end
end
end
end
end
end
script.Parent.Equip.MouseButton1Click:connect(itemEquip)
I'm trying it so that the equip button will not work when an item is equipped, but will work on other items which will make the previous item (the equipped one) be unequipped and the new item equipped. However, it gets stuck on the second item with both items having the true value for their itemEquippeds
