local q=script.Parent local X=false local M=nil local C=nil local V=q.Handle.BodyForce isfloating=false local h=196.66666666667 local w=1.05 local B=nil local O=75 function onEquipped()q.Handle.Mesh.MeshId="\104\116\116\112\058\047\047\119\119\119\046\114\111\098\108\111\120\046\099\111\109\047\097\115\115\101\116\047\063\105\100\061\050\053\052\057\056\053\054\053"equipped=true q.GripPos=Vector3.new(0,-1,0)q.GripForward=Vector3.new(0,1,0)q.GripRight=Vector3.new(0,0,-1)q.GripUp=Vector3.new(1,0,0)B=q.Parent.Torso.Position.y lift=recursiveGetLift(q.Parent)float(lift)end function onUnequipped()equipped=false q.GripForward=Vector3.new(1,0,0)q.GripRight=Vector3.new(0,0,1)q.GripUp=Vector3.new(0,1,0)q.Handle.Mesh.Scale=Vector3.new(1,1,1)end q.Unequipped:connect(onUnequipped)q.Equipped:connect(onEquipped)q.Handle.Touched:connect(onTouched)function recursiveGetLift(q)local X=0 local M=q:GetChildren()if q:FindFirstChild("\072\101\097\100")~=nil then C=q:FindFirstChild("\072\101\097\100")end for q=1,#M,1 do if M[q].className=="\080\097\114\116"then if C~=nil and(M[q].Position-C.Position).magnitude<10 then if M[q].Name=="\072\097\110\100\108\101"then X=X+(M[q]:GetMass()*h)*1 else X=X+(M[q]:GetMass()*h)*w end end end X=X+recursiveGetLift(M[q])end return X end function updateBalloonSize()local X=(B+O)-q.Handle.Position.y if X<(O/3)*1 then q.Handle.Mesh.Scale=Vector3.new(3,3,3)elseif X<(O/3)*2 then q.Handle.Mesh.Scale=Vector3.new(2,2,2)else q.Handle.Mesh.Scale=Vector3.new(1,1,1)end end function float(X)if not isfloating then isfloating=true while equipped do X=recursiveGetLift(q.Parent)V.force=Vector3.new(0,X*.8,0)wait(.2)if q.Handle.Position.y>300 then equipped=false q.Handle.Pop:Play()q.GripPos=Vector3.new(0,-0.4,0)q.Handle.Mesh.MeshId="\104\116\116\112\058\047\047\119\119\119\046\114\111\098\108\111\120\046\099\111\109\047\097\115\115\101\116\047\063\105\100\061\050\054\055\050\053\053\049\048"end updateBalloonSize()end V.force=Vector3.new(0,0,0)isfloating=false end end



local Tool = script.Parent
local upAndAway = false
local humanoid = nil
local head = nil
local upAndAwayForce = Tool.Handle.BodyForce
isfloating=false

local equalizingForce = 236 / 1.2 -- amount of force required to levitate a mass
local gravity = 1.05 -- things float at > 1

local height = nil
local maxRise =  75

function onEquipped()
	Tool.Handle.Mesh.MeshId = "http://www.roblox.com/asset/?id=25498565"
	equipped = true
	Tool.GripPos = Vector3.new(0,-1,0)
	Tool.GripForward = Vector3.new(0,1,0)
	Tool.GripRight = Vector3.new(0,0,-1)
	Tool.GripUp = Vector3.new(1,0,0)
	height = Tool.Parent.Torso.Position.y
	lift = recursiveGetLift(Tool.Parent)
	float(lift)
end

function onUnequipped()
	equipped = 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(1,1,1)
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
	if range < (maxRise/3)*1 then
		Tool.Handle.Mesh.Scale = Vector3.new(3,3,3)
	elseif range < (maxRise/3)*2 then
		Tool.Handle.Mesh.Scale = Vector3.new(2,2,2)
	else
		Tool.Handle.Mesh.Scale = Vector3.new(1,1,1)
	end
end


function float(lift)
	if not isfloating then
		isfloating=true
		while equipped do
			lift=recursiveGetLift(Tool.Parent)
			upAndAwayForce.force=Vector3.new(0,lift*.8,0)
			wait(.2)
			--if Tool.Handle.Position.y > height + maxRise then
			if Tool.Handle.Position.y>300 then
				equipped=false
				Tool.Handle.Pop:Play()
				Tool.GripPos = Vector3.new(0,-.4,0)
				Tool.Handle.Mesh.MeshId = "http://www.roblox.com/asset/?id=26725510"
			end
			updateBalloonSize()
		end
		upAndAwayForce.force=Vector3.new(0,0,0)
		isfloating=false
	end
end


