Hello I need help reworking my equip / unequip item system, currently how its supposed to work is an event is launched with additional arguments that provide the gui that was clicked aswell as the item wanting to be removed / added to the equip.
I know I atleast need this information to make this work =
-How to remove contents of a table
-How to check if a table is empty
some additional help is always appriciated
Note the equippeditemstable is basically a table with all of the equipped items including weapons aswell as armor since they are in different tables I had to use loops to get them all to the table.
also the itemtype is also done the same way so it sees what type of a item is being equipped/unequipped to be put in the correct slot.
if table.find(Items,Item) then --if the player actually owns the item he is equip/unequipping
if #equippeditemstable ~= 0 then -- trying to see if there is anything equipped
EquippedGui:FindFirstChild(itemtype):FindFirstChild(Item).Parent = InventoryGui --trying to set the already equipped item's gui back to the inventory from the equipped slot
table.remove(EquippedItems[itemtype]) -- I want to know how to remove the contents of this table
end
if itemicon:FindFirstChild("Equipped").Value == false then -- if the item gui is equipped
itemicon:FindFirstChild("Equipped").Value = true -- sets the item's gui to be equipped
table.insert(EquippedItems[itemtype],Item) -- adds the equipped item to the table / datastore
itemicon.Size = UDim2.new(1,0,1,0)
itemicon.Parent = EquippedGui:FindFirstChild(itemtype) --finds the item's itemtype's gui
else
itemicon.Parent = InventoryGui --else if it is equipped for ex. the gui was pressed when in the while on the equipped slot
itemicon:FindFirstChild("Equipped").Value = false
table.remove(EquippedItems[itemtype],Item)
end
end