How can I fix this inventory system

Ok,
I’m basicly trying to make – Very – SImple Inventory system, where when you click on the item, (viewport frame), it equips it, click again, upequip it : here is the code :



local equipped = script.Parent.Handler.Equipped
local selected = script.Parent.Handler.Selected
local location = script.Parent.Handler.Location
local player = game.Players.LocalPlayer
local character = player.Character

local items = {}
local buttons = {}
game.StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack,false) -- Makes the original backpack gui invisible

function search(location)
	for i,v in pairs(location:GetChildren()) do -- Find all item in a specific location
		if v:isA("Tool") then -- If the item found is a "Tool"
			table.insert(items,v) -- We're going to put all the tools found in a table.
			print("1")
		end
	end
end

function refresh()
	for i,v in pairs(buttons) do -- Finds all items in the table
		v:Destroy() -- Destroy 'em all
		print("2")
	end
	for i,v in pairs(items) do -- Finds all items in the table
		local button = script.Sample:Clone() -- clones the sample button inside the localscript
		button.Name = v.Name -- sets the cloned button's name to the name of the item
		button.LayoutOrder = i
		button.Parent = script.Parent.Handler -- Sets the parent of the cloned button to the handler
		button.Image = v.TextureId -- Sets the image of the button to the texture id of the tool
		table.insert(buttons,button) -- Inserts the button to our table "buttons"
		print("3")
		button.MouseButton1Click:connect(function()
			print("4")
			if script.Parent.Handler.Selected.Value == nil or script.Parent.Handler.Selected.Value ~= v then -- Checks if the selected value is nothing or if the selected value is not the button
				script.Parent.Frame.ItemName.Text = v.Name -- Sets the TextLabel's Text to the name of the tool/button
				script.Parent.Frame.ImageLabel.Image = v.TextureId -- Sets the image label's image to the texture id of the tool
				script.Parent.Handler.Selected.Value = v
				print("5")
				if equipped.Value == nil or equipped.Value ~= selected.Value then -- Just the same as the last one
					character.Humanoid:UnequipTools() -- Forces the player to unequip the tool that they equipped
					print("6")
					character.Humanoid:EquipTool(selected.Value)
					equipped.Value = selected.Value
					print('7')
					end
				else
			end
		end)
	end
end

function backpackRefresh()
	print("8")
	items = {}
	search(character)
	search(player.Backpack)
	refresh()
end

backpackRefresh()

player.Backpack.ChildAdded:connect(backpackRefresh)
player.Backpack.ChildRemoved:connect(backpackRefresh)

character.ChildAdded:connect(backpackRefresh)
character.ChildRemoved:connect(backpackRefresh)

How can I modify it to add these kind of thing

I modified a bit the code after the “else” line

			else
				character.Humanoid:UnequipTools() -- Forces the player to unequip the tool that they equipped
				script.Parent.Handler.Selected.Value = nil
				script.Parent.Frame.ItemName.Text = "Name"

Problem is that now, it can unequip the tool (No problem) but I can’t reequip it after, I have to click on another item, then it “unlock” it

Ok I fixed it…
here is the code for those who want :



local equipped = script.Parent.Handler.Equipped
local selected = script.Parent.Handler.Selected
local location = script.Parent.Handler.Location
local player = game.Players.LocalPlayer
local character = player.Character

local items = {}
local buttons = {}
game.StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack,false) -- Makes the original backpack gui invisible

function search(location)
	for i,v in pairs(location:GetChildren()) do -- Find all item in a specific location
		if v:isA("Tool") then -- If the item found is a "Tool"
			table.insert(items,v) -- We're going to put all the tools found in a table.
			print("1")
		end
	end
end

function refresh()
	for i,v in pairs(buttons) do -- Finds all items in the table
		v:Destroy() -- Destroy 'em all
		print("2")
	end
	for i,v in pairs(items) do -- Finds all items in the table
		local button = script.Sample:Clone() -- clones the sample button inside the localscript
		button.Name = v.Name -- sets the cloned button's name to the name of the item
		button.LayoutOrder = i
		button.Parent = script.Parent.Handler -- Sets the parent of the cloned button to the handler
		button.Image = v.TextureId -- Sets the image of the button to the texture id of the tool
		table.insert(buttons,button) -- Inserts the button to our table "buttons"
		print("3")
		button.MouseButton1Click:connect(function()
			print("4")
			if script.Parent.Handler.Selected.Value == nil or script.Parent.Handler.Selected.Value ~= v then -- Checks if the selected value is nothing or if the selected value is not the button
				script.Parent.Frame.ItemName.Text = v.Name -- Sets the TextLabel's Text to the name of the tool/button
				script.Parent.Frame.ImageLabel.Image = v.TextureId -- Sets the image label's image to the texture id of the tool
				script.Parent.Handler.Selected.Value = v
				print("5")
				if equipped.Value == nil or equipped.Value ~= selected.Value then -- Just the same as the last one
					character.Humanoid:UnequipTools() -- Forces the player to unequip the tool that they equipped
					print("6")
					character.Humanoid:EquipTool(selected.Value)
					equipped.Value = selected.Value
					print('7')
				end
			else
				character.Humanoid:UnequipTools() -- Forces the player to unequip the tool that they equipped
				script.Parent.Handler.Selected.Value = nil
				script.Parent.Frame.ItemName.Text = "Name"
				equipped.Value = nil
			end
		end)
	end
end

function backpackRefresh()
	print("8")
	items = {}
	search(character)
	search(player.Backpack)
	refresh()
end

backpackRefresh()

player.Backpack.ChildAdded:connect(backpackRefresh)
player.Backpack.ChildRemoved:connect(backpackRefresh)

character.ChildAdded:connect(backpackRefresh)
character.ChildRemoved:connect(backpackRefresh)