How to get tool that have changed name?

so i am trying to check if player have a tool, if not i will have to clone one for the player, but the problem is the tool have changed name, how would i get that name? do i do a ton of ifs? here is the tool name changing script

newvalue.Changed:Connect(function(NewValue)
	script.Parent.Name = ("Wood ["..player.Resources.Wood.Value.."]")

end)

You should make use of the IsA() method.

Loop through the player’s children and do:

local hasTool = false
for _, obj in pairs(player.Character:GetChildren()) do
    if obj:IsA("Tool") then
        hasTool = true
        break -- stop the loop once found
    end
end

if hasTool == false then
    -- create the tool
end

You could loop through the tool using a for loop and get children.

An example of this would be

for i,v in pairs(character:GetChildren()) do 
	--check if v is the tool here
end

v is a random object inside of the character. The code inside of the loop is ran for every child of the character, with v being the random child the looped code is checking.

To check if ‘v’ is the tool, and not something random, check if v has properties equal to that of the tool. Does the tool have a brown part? if so, check if ‘v’ has a brown part. Does the tool have a particle emitter? check if ‘v’ has a particle emitter. If you need more help for the specific checking part, just reply to my message with an image of the contents of the tool.

1 Like

no but i am looking for that one specific tool, not others

i don’t really think checking the name works since it will add a [numbers] in it

hmm is there like an old name feature or something in the tool that i don’t know about?

In this case, you could do what @XxFishShadowxX said and check for other properties of the tool.

If you want each tool to be individually identifiable, I suppose something I’d do is put a StringValue or an IntValue inside each tool and have each value be unique. Then, if you’re looking for the exact tool you want, you can check this value and if it corresponds, you’d know it is the one you’re looking for.

Then modify the loop I wrote:

for _, obj in pairs(player.Character:GetChildren()) do
    if obj:IsA("Tool") and obj.IntValue.Value == 7 then -- new here
        hasTool = true
        break -- stop the loop once found
    end
end

how would i do something when it is not found? i am trying to make a breaking system like minecraft, which sees if you don’t have the tool you get one from rep storage, here’s what i have so far

wait()
local Stone = script.Parent.Value.Value
a = true
script.Parent.At.Break.Triggered:Connect(function(plr)
	

	if Stone ~= 0 then
		if a then
			a = false
			Stone = Stone - 1
			
			script.Parent.Parent.Thing.Transparency = script.Parent.Parent.Thing.Transparency + 0.25
			script.Parent.Parent.Thing2.Transparency = script.Parent.Parent.Thing2.Transparency + 0.25
			script.Parent.Parent.Thing3.Transparency = script.Parent.Parent.Thing3.Transparency + 0.25
			script.Parent.Parent.Thing4.Transparency = script.Parent.Parent.Thing4.Transparency + 0.25
			script.Parent.Parent.Thing5.Transparency = script.Parent.Parent.Thing5.Transparency + 0.25
			wait(1)
			a = true
		end
	end

	if Stone == 0 then

		for _, obj in pairs(plr.Character:GetChildren()) do
			if obj:IsA("Tool") and obj.IntValue.Value == 7 then -- new here
				plr.Resources.Table.Value = plr.Resources.Table.Value + 1
				script.Parent.At.Break:Destroy()
				script.Parent.At.Table:Destroy()
				script.Parent.Parent:Destroy()

				break -- stop the loop once found
			end
		end
			
	end
end)
1 Like

You could perhaps insert a string value inside the tool named “Wood” and then you could run a for loop to check if the player owns a tool that has the “Wood” string value inside it with :FindFirstChild()

1 Like

Earlier, in this script I sent you:

local hasTool = false
for _, obj in pairs(player.Character:GetChildren()) do
    if obj:IsA("Tool") then
        hasTool = true
        break -- stop the loop once found
    end
end

if hasTool == false then
    -- create the tool
end

When the tool is not found, you would write the instructions for what happens in that event where I commented “-- create the tool” at the bottom

1 Like

do i have to run another one for the player’s backpack? because the tool is only in the character when it is equipped right?

That’s correct. When the tool is not equipped, it’s in the Backpack and not in the player, so you’d have to loop through the Backpack as well.

1 Like

hmm so far i got this, do i put the backpack loop in the hastool = false part?

wait()
local Stone = script.Parent.Value.Value
a = true
hasTool = false
script.Parent.At.Break.Triggered:Connect(function(plr)
	

	if Stone ~= 0 then
		if a then
			a = false
			Stone = Stone - 1
			
			script.Parent.Parent.Thing.Transparency = script.Parent.Parent.Thing.Transparency + 0.25
			script.Parent.Parent.Thing2.Transparency = script.Parent.Parent.Thing2.Transparency + 0.25
			script.Parent.Parent.Thing3.Transparency = script.Parent.Parent.Thing3.Transparency + 0.25
			script.Parent.Parent.Thing4.Transparency = script.Parent.Parent.Thing4.Transparency + 0.25
			script.Parent.Parent.Thing5.Transparency = script.Parent.Parent.Thing5.Transparency + 0.25
			wait(1)
			a = true
		end
	end

	if Stone == 0 then

		for _, obj in pairs(plr.Character:GetChildren()) do
			if obj:IsA("Tool") and obj.StringValue.Value == "Table" then
				hasTool = true-- new here
				plr.Resources.Table.Value = plr.Resources.Table.Value + 1
				script.Parent.At.Break:Destroy()
				script.Parent.At.Table:Destroy()
				script.Parent.Parent:Destroy()

				break -- stop the loop once found
			end
		end
		if hasTool == false then
			local clone = game.ReplicatedStorage.Table:Clone()
			clone.Parent = plr.Parent
			plr.Resources.Table.Value = plr.Resources.Table.Value + 1
			script.Parent.At.Break:Destroy()
			script.Parent.At.Table:Destroy()
			script.Parent.Parent:Destroy()
		end
			
	end
end)

oh it says ":33:42.767 StringValue is not a valid member of Tool “Workspace.foxnoobkite.Crafting table” "
i think i called it’s class name instead of its name

For that error, check to make sure the StringValue actually exists in the table.

For where to loop through the Backpack, just copy and paste this same loop below it:

		for _, obj in pairs(plr.Character:GetChildren()) do
			if obj:IsA("Tool") and obj.StringValue.Value == "Table" then
				hasTool = true-- new here
				plr.Resources.Table.Value = plr.Resources.Table.Value + 1
				script.Parent.At.Break:Destroy()
				script.Parent.At.Table:Destroy()
				script.Parent.Parent:Destroy()

				break -- stop the loop once found
			end
		end

EXCEPT, loop through the backpack instead and add a new check:

		for _, obj in pairs(plr.Backpack:GetChildren()) do -- HERE
            if hasTool == true then
                break -- stop the loop
            end
			if obj:IsA("Tool") and obj.StringValue.Value == "Table" then
				hasTool = true-- new here
				plr.Resources.Table.Value = plr.Resources.Table.Value + 1
				script.Parent.At.Break:Destroy()
				script.Parent.At.Table:Destroy()
				script.Parent.Parent:Destroy()

				break -- stop the loop once found
			end
		end

hm it seems to work until the second loop, it seems to be giving me error saying that the value is not there for a tool that does not the value, how would i fix that

You can use string.match to detect if the name of the tool includes a word that you are trying to find.

-- For player's backpack
for i, v in pairs(player.Backpack:GetChildren()) do
	if string.match(v.Name, "Wood") and v:IsA("Tool") then
		-- the player has the Wood tool
	end
end

-- For player's character
if player.Character then
	for i, v in pairs(player.Character:GetChildren()) do
		if string.match(v.Name, "Wood") and v:IsA("Tool") then
			-- the player has the Wood tool
		end
	end
end

how come it worked the first time though?

You have to edit it of course to fit to your code. Can you show us the whole code that you have so far?

i just followed Physicism’s suggestion and modifyed it into my own code.

wait()
local Stone = script.Parent.Value.Value
a = true
hasTool = false
script.Parent.At.Break.Triggered:Connect(function(plr)
	

	if Stone ~= 0 then
		if a then
			a = false
			Stone = Stone - 1
			
			script.Parent.Parent.Thing.Transparency = script.Parent.Parent.Thing.Transparency + 0.25
			script.Parent.Parent.Thing2.Transparency = script.Parent.Parent.Thing2.Transparency + 0.25
			script.Parent.Parent.Thing3.Transparency = script.Parent.Parent.Thing3.Transparency + 0.25
			script.Parent.Parent.Thing4.Transparency = script.Parent.Parent.Thing4.Transparency + 0.25
			script.Parent.Parent.Thing5.Transparency = script.Parent.Parent.Thing5.Transparency + 0.25
			wait(1)
			a = true
		end
	end

	if Stone == 0 then

		for _, obj in pairs(plr.Character:GetChildren()) do
			if obj:IsA("Tool") and obj.Value.Value == "Table" then
				hasTool = true-- new here
				plr.Resources.Table.Value = plr.Resources.Table.Value + 1
				script.Parent.At.Break:Destroy()
				script.Parent.At.Table:Destroy()
				script.Parent.Parent:Destroy()

				break -- stop the loop once found
			end
		end
		for _, obj in pairs(plr.Backpack:GetChildren()) do -- HERE
			if hasTool == true then
				break -- stop the loop
			end
			if obj:IsA("Tool") and obj.Value.Value == "Table" then
				hasTool = true-- new here
				plr.Resources.Table.Value = plr.Resources.Table.Value + 1
				script.Parent.At.Break:Destroy()
				script.Parent.At.Table:Destroy()
				script.Parent.Parent:Destroy()

				break -- stop the loop once found
			end
		end
		if hasTool == false then
			local clone = game.ReplicatedStorage:WaitForChild("Crafting table"):Clone()
			clone.Parent = plr.Backpack
			plr.Resources.Table.Value = plr.Resources.Table.Value + 1
			script.Parent.At.Break:Destroy()
			script.Parent.At.Table:Destroy()
			script.Parent.Parent:Destroy()
		end
			
	end
end)