r=game:service("\082\117\110\083\101\114\118\105\099\101")Tool=script.Parent local M=196.66666666667 local N=.75 local Z=nil local L=nil local m=nil local E=nil function recursiveGetLift(Z)local L=0 local m=Z:GetChildren()if Z:FindFirstChild("\072\101\097\100")~=nil then E=Z:FindFirstChild("\072\101\097\100")end for Z=1,#m,1 do if m[Z].className=="\080\097\114\116"then if E~=nil and(m[Z].Position-E.Position).magnitude<10 then if m[Z].Name=="\072\097\110\100\108\101"then L=L+(m[Z]:GetMass()*M)*1 else L=L+(m[Z]:GetMass()*M)*N end end end L=L+recursiveGetLift(m[Z])end return L end function onMassChanged(M,N)if Z~=nil then Z.force=Vector3.new(0,recursiveGetLift(N),0)end end function UpdateGhostState(M)if M==true then Z:Remove()Z=nil L:disconnect()m:disconnect()else if Z==nil then local M=Tool.Parent if M==nil then return end Z=Instance.new("\066\111\100\121\070\111\114\099\101")Z.Name="\071\114\097\118\105\116\121\067\111\105\108\069\102\102\101\099\116"Z.force=Vector3.new(0,recursiveGetLift(M),0)Z.Parent=M.Head ghostChar=M L=M.ChildAdded:connect(function(N)onMassChanged(N,M)end)m=M.ChildRemoved:connect(function(N)onMassChanged(N,M)end)end end end function onEquipped()Tool.Handle.CoilSound:Play()UpdateGhostState(false)end function onUnequipped()UpdateGhostState(true)end script.Parent.Equipped:connect(onEquipped)script.Parent.Unequipped:connect(onUnequipped)


r = game:service("RunService")


Tool = script.Parent

local equalizingForce = 236 / 1.2 -- amount of force required to levitate a mass
local gravity = 0.75 -- things float at > 1

local ghostEffect = nil
local massCon1 = nil
local massCon2 = nil


local head = nil
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 onMassChanged(child, char)
	if (ghostEffect ~= nil) then
		ghostEffect.force = Vector3.new(0, recursiveGetLift(char) ,0)
	end
end



function UpdateGhostState(isUnequipping)

	if isUnequipping == true then
		ghostEffect:Remove()
		ghostEffect = nil
		massCon1:disconnect()
		massCon2:disconnect()
	else
		if ghostEffect == nil then
			local char = Tool.Parent
			if char == nil then return end
			ghostEffect = Instance.new("BodyForce")
			ghostEffect.Name = "GravityCoilEffect"
			ghostEffect.force = Vector3.new(0, recursiveGetLift(char) ,0)
			ghostEffect.Parent = char.Head
			ghostChar = char
			massCon1 = char.ChildAdded:connect(function(child)  onMassChanged(child, char) end)
			massCon2 = char.ChildRemoved:connect(function(child)  onMassChanged(child, char) end)
		end
	end
	

end



function onEquipped()
	Tool.Handle.CoilSound:Play()
	UpdateGhostState(false)
end

function onUnequipped()
	UpdateGhostState(true)
end


script.Parent.Equipped:connect(onEquipped)
script.Parent.Unequipped:connect(onUnequipped)




