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