Help with moving system

hi, i currently have a script but i only want it to work on a certain part. right now i have a donation board in my game but because this works on everything, the donation board doesnt work. again, im just looking to make it so it it only works on one part. if you can help at all please let me know!

here is the LocalScript in StarterCharacterScripts

local CAS = game:GetService("ContextActionService")

local GrabObject = nil
local GrabStart = false
local Dragger = nil

local player = game.Players.LocalPlayer
local character = player.Character
local mouse = player:GetMouse()
local camera = game.Workspace.CurrentCamera

function Grab(actionName, UserInputState, InputObject)
	if actionName == "Grab" then
		if UserInputState == Enum.UserInputState.Begin then
			local Magnitude = (mouse.Hit.Position - character.Head.CFrame.Position).magnitude
			if Magnitude < 10 then

				if mouse.Target then

					GrabObject = mouse.Target
					GrabStart = true

					local DragBall = createDragBall()
					DragBall.CFrame = mouse.Hit
					Dragger = DragBall

					mouse.TargetFilter = GrabObject

					local DragBallWeld = weldBetween(DragBall,GrabObject)
					addMover(DragBall)

					while Dragger do
						local cf = CFrame.new(character.Head.Position, mouse.Hit.Position)
						Dragger.Mover.Position = (cf + (cf.LookVector * 10)).Position
						Dragger.RotMover.CFrame = camera.CFrame * CFrame.Angles(Dragger.RotOffset.Value.X,Dragger.RotOffset.Value.Y, Dragger.RotOffset.Value.Z)
						wait()
					end
					mouse.TargetFilter = nil
				end
			end
		elseif UserInputState == Enum.UserInputState.End then

			GrabObject = nil
			GrabStart = false
			if Dragger then
				Dragger:Destroy()
				Dragger = nil
			end
		end
	end	
end


function weldBetween(a, b)
	local weld = Instance.new("ManualWeld", a)
	weld.C0 = a.CFrame:inverse() * b.CFrame
	weld.Part0 = a
	weld.Part1 = b
	return weld
end


function addMover(part)
	local newMover = Instance.new("BodyPosition")
	newMover.Parent = part
	newMover.MaxForce = Vector3.new(40000,40000,40000)
	newMover.P = 40000
	newMover.D = 1000
	newMover.Position = part.Position
	newMover.Name = "Mover"

	local newRot = Instance.new("BodyGyro")
	newRot.Parent = part
	newRot.MaxTorque = Vector3.new(3000,3000,3000)
	newRot.P = 3000
	newRot.D = 500
	newRot.CFrame = game.Workspace.CurrentCamera.CFrame
	newRot.Name = "RotMover"

	local RotOffset = Instance.new("CFrameValue")
	RotOffset.Name = "RotOffset"
	RotOffset.Parent = part
end


function createDragBall()
	local DragBall = Instance.new("Part")
	DragBall.Size = Vector3.new(.2,.2,.2)
	DragBall.Shape = "Ball"
	DragBall.Name = "DragBall"
	DragBall.Parent = workspace
	DragBall.Transparency = 1
	return DragBall
end


CAS:BindAction("Grab", Grab, false, Enum.UserInputType.MouseButton1)

Have you thought of just checking if the part is the part that you want players to grab? You could use collectionservice to do this