How would I add images for different tools?

So, I was following a youtube tutorial (How to Make a Custom Backpack GUI | Roblox Scripting Tutorial - YouTube) to make a custom inventory system, and I’ve done all of it, however I’m not sure how I can add images for each different tool. The script is



game:GetService('StarterGui'):SetCoreGuiEnabled(Enum.CoreGuiType.Backpack, false)
 
 --variables
local uis = game:GetService("UserInputService")
local player = game.Players.LocalPlayer
local char = workspace:WaitForChild(player.Name) -- added WaitForChild
local bp = player.Backpack
local hum = char:WaitForChild("Humanoid")
local frame = script.Parent.Frame
local template = frame.Template
local equipped = 0.2 -- icon transparencies
local unequipped = 0.7

local iconSize = template.Size
local iconBorder = {x = 15, y = 5} -- pixel space between icons

local inputKeys = { -- dictionary for effective referencing
	["One"] = {txt = "1"},
	["Two"] = {txt = "2"},
	["Three"] = {txt = "3"},
	["Four"] = {txt = "4"},
	["Five"] = {txt = "5"},
	["Six"] = {txt = "6"},
	["Seven"] = {txt = "7"},
	["Eight"] = {txt = "8"},
	["Nine"] = {txt = "9"},
	["Zero"] = {txt = "0"},
}

local inputOrder = { -- array for storing the order of the keys
	inputKeys["One"],inputKeys["Two"],inputKeys["Three"],inputKeys["Four"],inputKeys["Five"],
	inputKeys["Six"],inputKeys["Seven"],inputKeys["Eight"],inputKeys["Nine"],inputKeys["Zero"],
}
	
-functions
function handleEquip(tool)
	if tool then
		if tool.Parent ~= char then
			hum:EquipTool(tool)
		else
			hum:UnequipTools()
		end
	end
end

function create() -- creates all the icons at once (and will only run once)

	local toShow = #inputOrder -- # operator can only be used with an array, not a dictionary
	local totalX = (toShow*iconSize.X.Offset)+((toShow+1)*iconBorder.x)
	local totalY = iconSize.Y.Offset + (2*iconBorder.y)
	
	frame.Size = UDim2.new(0, totalX, 0, totalY)
	frame.Position = UDim2.new(0.5, -(totalX/2), 1, -(totalY+(iconBorder.y*2)))
	frame.Visible = true -- just in case!

	for i = 1, #inputOrder do
		
		local value = inputOrder[i]		
		local clone = template:Clone()
		clone.Parent = frame
		clone.Label.Text = value["txt"]
		clone.Name = value["txt"]
		clone.Visible = true
		clone.Position = UDim2.new(0, (i-1)*(iconSize.X.Offset)+(iconBorder.x*i), 0, iconBorder.y)
		clone.ImageTransparency = unequipped
		
		local tool = value["tool"]
		if tool then
			clone.Tool.Image = tool.TextureId
		end

		clone.Tool.MouseButton1Down:Connect(function() -- click icon to equip/unequip
			for key, value in pairs(inputKeys) do
				if value["txt"] == clone.Name then
					handleEquip(value["tool"]) 
				end 
			end
		end)

	end	
	template:Destroy()
end

function setup() -- sets up all the tools already in the backpack (and will only run once)
	local tools = bp:GetChildren()
	for i = 1, #tools do 
		if tools[i]:IsA("Tool") then -- does not assume that all objects in the backpack will be a tool (2.11.18)
		for i = 1, #inputOrder do
			local value = inputOrder[i]
			if not value["tool"] then -- if the tool slot is free...
				value["tool"] = tools[i]	
				break -- stop searching for a free slot
			end
		end
		end
	end
	create()
end

function adjust()
	for key, value in pairs(inputKeys) do
		local tool = value["tool"]
		local icon = frame:FindFirstChild(value["txt"])
		if tool then
			icon.Tool.Image = tool.TextureId
			if tool.Parent == char then -- if the tool is equipped...
				icon.ImageTransparency = equipped
			else
				icon.ImageTransparency = unequipped
			end
		else
			icon.Tool.Image = ""
			icon.ImageTransparency = unequipped
		end
	end
end

function onKeyPress(inputObject) -- press keys to equip/unequip
	local key = inputObject.KeyCode.Name
	local value = inputKeys[key]
	if value and uis:GetFocusedTextBox() == nil then -- don't equip/unequip while typing in text box
		handleEquip(value["tool"])
	end 
end

function handleAddition(adding)

	if adding:IsA("Tool") then
		local new = true

		for key, value in pairs(inputKeys) do
			local tool = value["tool"]
			if tool then
				if tool == adding then
					new = false
				end
			end
		end

		if new then
			for i = 1, #inputOrder do
				local tool = inputOrder[i]["tool"]
				if not tool then -- if the tool slot is free...
					inputOrder[i]["tool"] = adding
					break
				end
			end
		end

	adjust()
	end
end

function handleRemoval(removing) 
	if removing:IsA("Tool") then
		if removing.Parent ~= char and removing.Parent ~= bp then

			for i = 1, #inputOrder do
				if inputOrder[i]["tool"] == removing then
					inputOrder[i]["tool"] = nil
					break
				end
			end
		end

		adjust()
	end
end

--events
uis.InputBegan:Connect(onKeyPress)

char.ChildAdded:Connect(handleAddition)
char.ChildRemoved:Connect(handleRemoval)

bp.ChildAdded:Connect(handleAddition)
bp.ChildRemoved:Connect(handleRemoval)


setup()


I’ll rewatch the tutorial later to see if I missed anything, but It’s kinda late today and I’ll have school tomorrow. It would be awesome if you could help me :smiley:

2 Likes

You can try this:

That’s not really what I was looking for, in the script is duplicates a template, which looks like this: Screen Shot 2021-04-13 at 9.47.17 AM (of course the one is a different number each time it’s duplicated.) I’m trying to understand how I could show what each slot has. (So if you have an axe, it’ll show the axe.) I’ve already made the axe picture, however i’m not sure how to actually put it there.

The TextureID property of the tool, which sets its image in the action bar (similar to the images of decals and whatnot).
There’s also the ToolTip property which is the text that appears when you hover over the icon.

Check this to know more.

7 Likes

I wish I could mark more then one post as a solution, as your method also works and I just didn’t understand what you were saying. Sorry!

There is no problem as long as you found one. My way weren’t the only way and you got your way which is fine :wink: