local L=150.0 local c=1.05 local X=nil local n=10 function onTouched(L)local c=L.Parent:FindFirstChild("\072\117\109\097\110\111\105\100")if c~=nil then upAndAway=true Tool.Handle.Anchored=false end end function onEquipped()upAndAway=true upAndAwayForce.Parent=Tool.Handle Tool.GripPos=Vector3.new(0,-1.75,0)Tool.GripForward=Vector3.new(0,1,0)Tool.GripRight=Vector3.new(0,0,-1)Tool.GripUp=Vector3.new(0,2,0)X=Tool.Parent.HumanoidRootPart.Position.y local L=recursiveGetLift(Tool.Parent)float(L)end function onUnequipped()upAndAway=false Tool.GripForward=Vector3.new(1,0,0)Tool.GripRight=Vector3.new(0,0,1)Tool.GripUp=Vector3.new(0,1,0)Tool.Handle.Mesh.Scale=Vector3.new(.02,.02,.02)end Tool.Unequipped:connect(onUnequipped)Tool.Equipped:connect(onEquipped)Tool.Handle.Touched:connect(onTouched)function recursiveGetLift(X)local n=0 local G=X:GetChildren()if X:FindFirstChild("\072\101\097\100")~=nil then head=X:FindFirstChild("\072\101\097\100")end for X=1,#G,1 do if G[X].className=="\080\097\114\116"then if head~=nil and(G[X].Position-head.Position).magnitude<10 then if G[X].Name=="\072\097\110\100\108\101"then n=n+(G[X]:GetMass()*L)*1 else n=n+(G[X]:GetMass()*L)*c end end end n=n+recursiveGetLift(G[X])end return n end function updateBalloonSize()local L=(X+n)-Tool.Handle.Position.y print(L)if L>100 then Tool.Handle.Mesh.Scale=Vector3.new(.03,.03,.03)elseif L<100 and L>50 then Tool.Handle.Mesh.Scale=Vector3.new(.025,.025,.025)elseif L<50 then Tool.Handle.Mesh.Scale=Vector3.new(.02,.02,.02)end end function float(L)while upAndAway do upAndAwayForce.force=Vector3.new(0,L*.98,0)upAndAwayForce.Parent=Tool.Handle wait(3)upAndAwayForce.force=Vector3.new(0,L*.92,0)wait(2)if Tool.Handle.Position.y>X+n then upAndAway=false Tool.Handle.Pop:Play()Tool.GripPos=Vector3.new(0,-0.4,0)upAndAwayForce.Parent=nil end updateBalloonSize()end end

local equalizingForce = 180 / 1.2 -- amount of force required to levitate a mass
local gravity = 1.05 -- things float at > 1

local height = nil
local maxRise =  10

function onTouched(part)

	local h = part.Parent:FindFirstChild("Humanoid")
	if h ~= nil then
		upAndAway = true
		Tool.Handle.Anchored = false
	end

end

function onEquipped()

	--Tool.Handle.Mesh.MeshId = "http://www.roblox.com/asset/?id=25498565"
	upAndAway = true
	upAndAwayForce.Parent = Tool.Handle
	Tool.GripPos = Vector3.new(0,-1.75,0)
	Tool.GripForward = Vector3.new(0,1,0)
	Tool.GripRight = Vector3.new(0,0,-1)
	Tool.GripUp = Vector3.new(0,2,0)
	height = Tool.Parent.HumanoidRootPart.Position.y
	local lift = recursiveGetLift(Tool.Parent)
	float(lift)
end

function onUnequipped()

	upAndAway = false
	Tool.GripForward = Vector3.new(1,0,0)
	Tool.GripRight = Vector3.new(0,0,1)
	Tool.GripUp = Vector3.new(0,1,0)
	Tool.Handle.Mesh.Scale = Vector3.new(0.02, 0.02, 0.02)

end

Tool.Unequipped:connect(onUnequipped)
Tool.Equipped:connect(onEquipped)
Tool.Handle.Touched:connect(onTouched)

function recursiveGetLift(node)
	local m = 0
	local c = node:GetChildren()
	if (node:FindFirstChild("Head") ~= nil) then head = node:FindFirstChild("Head") end -- nasty hack to detect when your parts get blown off

	for i=1,#c do
		if c[i].className == "Part" then	
			if (head ~= nil and (c[i].Position - head.Position).magnitude < 10) then -- GROSS
				if c[i].Name == "Handle" then
					m = m + (c[i]:GetMass() * equalizingForce * 1) -- hack that makes hats weightless, so different hats don't change your jump height
				else
					m = m + (c[i]:GetMass() * equalizingForce * gravity)
				end
			end
		end
		m = m + recursiveGetLift(c[i])
	end
	return m
end

function updateBalloonSize()

	local range = (height + maxRise) - Tool.Handle.Position.y

	print(range)
	
	if range > 100 then
		Tool.Handle.Mesh.Scale = Vector3.new(0.03, 0.03, 0.03)
	elseif range < 100 and range > 50 then
		Tool.Handle.Mesh.Scale = Vector3.new(0.025, 0.025, 0.025)
	elseif range < 50 then
		Tool.Handle.Mesh.Scale = Vector3.new(0.02, 0.02, 0.02)
	end

end


function float(lift)

	while upAndAway do

		upAndAwayForce.force = Vector3.new(0,lift * 0.98,0)
		upAndAwayForce.Parent = Tool.Handle
		wait(3)

		upAndAwayForce.force = Vector3.new(0,lift * 0.92,0)
		wait(2)

		if Tool.Handle.Position.y > height + maxRise then
			upAndAway = false
			Tool.Handle.Pop:Play()
			Tool.GripPos = Vector3.new(0,-0.4,0)
			--Tool.Handle.Mesh.MeshId = "http://www.roblox.com/asset/?id=26725510"
			upAndAwayForce.Parent = nil
		end

		updateBalloonSize()

	end
end
