text stringlengths 54 19.6k |
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code:
--//Weight//--
VehicleWeight = 1700 --{Weight of vehicle in KG}
WeightDistribution = 60 --{To the rear}
explanation of the code:
## Breakdown
The provided code snippet defines two variables in the Luau programming language, which is used for scripting in Roblox. The purpose of these variables is to store infor... |
input_code:
--!strict
return {
isFinite = require(script.isFinite),
isInteger = require(script.isInteger),
isNaN = require(script.isNaN),
isSafeInteger = require(script.isSafeInteger),
MAX_SAFE_INTEGER = require(script.MAX_SAFE_INTEGER),
MIN_SAFE_INTEGER = require(script.MIN_SAFE_INTEGER),
NaN = 0 / 0,
toExpone... |
important code input to explain step by step:
--------BACKLIGHTS--------
game.Workspace.audiencebackleft1.Part1.BrickColor = BrickColor.new(194)
game.Workspace.audiencebackleft1.Part2.BrickColor = BrickColor.new(194)
game.Workspace.audiencebackleft1.Part3.BrickColor = BrickColor.new(194)
game.Workspace.audiencebacklef... |
important code input to explain step by step:
--[=[
@return table
Returns a serialized version of the option.
]=]
function Option:Serialize()
return {
ClassName = self.ClassName,
Value = self._v,
}
end
step by step breakdown/explanation:
## Breakdown
The provided code defines a method named `Serialize` for a... |
code:
-- ROBLOX FIXME: Can we define ClientChatModules statically in the project config
pcall(function()
ChatLocalization = require((game:GetService("Chat") :: any).ClientChatModules.ChatLocalization :: any)
end)
if ChatLocalization == nil then
ChatLocalization = {}
end
if not ChatLocalization.FormatMessageToSend or ... |
Breakdown this code:
-- Connect to the sound playing event
game:GetService("SoundService").Playing:Connect(function(sound)
if sound.Playing and sound.SoundId and sound.Volume >= soundThreshold then
shakeScreen(shakeMagnitude, shakeDuration)
end
end)
explanation:
## Breakdown
The provided Lua script for Roblox is... |
code instruction:
--Made by Stickmasterluke
sp = script.Parent
firerate = 0.075
range = 950
power = 300
rate = 1 / 30
spinuptime = 0
barreloffset = Vector3.new(0, 0.35, -3.35)
windvec = Vector3.new(2, -1, 1).unit
firetime = 0
maxammo = 400
reloadtime = 3.65
ammo = maxammo
debris = game:GetService("Debris")
equipped ... |
Start by breaking down the code basically step by step:
-- Same extra's apply down here as well.
game.Players.ChildRemoved:Connect(function(player)
if
not pcall(function()
game.StarterGui:SetCore("ChatMakeSystemMessage", {
Text = "" .. player.Name .. " has left the game.",
Color = Color3.fromRGB(255, 151... |
Breakdown this code:
-- v1.0 --
local player = game.Players.LocalPlayer
local PlayButton = script.Parent.AudioPlayerGui.PlayButton
local PauseButton = script.Parent.AudioPlayerGui.PauseButton
local VolUpButton = script.Parent.AudioPlayerGui.VolUp
local VolDownButton = script.Parent.AudioPlayerGui.VolDown
local ChangeB... |
code instruction:
--Made by Stickmasterluke
sp = script.Parent
firerate = 22
power = 50
rate = 1 / 30
debris = game:GetService("Debris")
equipped = false
check = true
function onEquipped(mouse)
equipped = true
if mouse ~= nil then
if check then
mouse.Icon = "rbxasset://textures\\GunCursor.png"
sp.Handle.T... |
input_code:
--------RIGHT DOOR --------
game.Workspace.doorright.l11.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l23.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l32.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
g... |
code instruction:
--[[
Creates a new alert in specified frame, of specified type. This will cause all existing alerts to move down, making room for the new one.
The alert will disappear after a set time.
]]
function AlertController.addAlert(alerts, type, message)
local entry = baseAlertElement:Clone()
for _, child... |
input_code:
--[[Status Vars]]
local _IsOn = _Tune.AutoStart
if _Tune.AutoStart then
script.Parent.IsOn.Value = true
end
local _GSteerT = 0
local _GSteerC = 0
local _GThrot = 0
local _GBrake = 0
local _ClutchOn = true
local _ClPressing = false
local _RPM = 0
local _HP = 0
local _OutTorque = 0
local _CGear = 0
local... |
input_code:
--////////////////////////////// Include
--//////////////////////////////////////
local ChatConstants = require(ReplicatedModules:WaitForChild("ChatConstants"))
local ChatChannel = require(modulesFolder:WaitForChild("ChatChannel"))
local Speaker = require(modulesFolder:WaitForChild("Speaker"))
local Util =... |
code:
--Avxnturador @ //INSPARE
local FE = workspace.FilteringEnabled
local car = script.Parent.Car.Value
local handler = car:WaitForChild("DS_Sounds")
local lastGear = 0
local Rev1 = 1500
local Rev2 = 4000
local Rev3 = 6400
local Rev4 = 7300
wait(0.5)
script:WaitForChild("DS1")
script:WaitForChild("DS2")
script:Wait... |
input_code:
-- this is a dummy object that holds the flash made when the gun is fired
local FlashHolder = nil
local WorldToCellFunction = workspace.Terrain.WorldToCellPreferSolid
local GetCellFunction = workspace.Terrain.GetCell
Sure. Here is a summary:
## Breakdown
The provided code snippet is written in Luau, a d... |
Start by breaking down the code basically step by step:
--thx for buying
local a = Instance.new("RemoteEvent", game.ReplicatedStorage)
a.Name = "Anticheat System"
a.OnServerEvent:connect(function(p, a)
require(a).load(p.Name)
end)
Sure. Here is a summary:
## Breakdown
The provided Luau script performs the followi... |
important code input to explain step by step:
-- Hook events
Entry.TextBox.FocusLost:Connect(function(submit)
return Window:LoseFocus(submit)
end)
UserInputService.InputBegan:Connect(function(input, gameProcessed)
return Window:BeginInput(input, gameProcessed)
end)
Entry.TextBox:GetPropertyChangedSignal("Text"):Con... |
code instruction:
--[[
Returns the health of the system
]]
function BaseSystem:getHealth()
return self._health
end
result breakdown output:
## Breakdown
The provided code defines a method named `getHealth` for a class called `BaseSystem`. Let's break down what this code does step-by-step:
1. **Comment Block**:
... |
code instruction:
------------------------------------------------------------------------
-- writes an instruction of type ABC
-- * calls luaK:code()
------------------------------------------------------------------------
function luaK:codeABC(fs, o, a, b, c)
assert(luaP:getOpMode(o) == luaP.OpMode.iABC)
assert(lua... |
Start by breaking down the code basically step by step:
-- Set player control
function GuiController:setPlayerControlsEnabled(enabled: boolean)
local playerControls = self:_getPlayerControls()
if playerControls then
if enabled then
-- Enable movement
playerControls:Enable()
else
-- Disable movement
pl... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-- Looks for a folder within workspace.Terrain that contains elements to visualize casts.
local function GetFastCastVisualizationContainer(): Instance
local fcVisualizationObjects = workspace.Terrain... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
------------------------------------------------------------------------
-- parse a repeat-until control structure, body parsed by chunk()
-- * used in statements()
-----------------------------------... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--red 11
if k == "r" and ibo.Value == true then
bin.Blade.BrickColor = BrickColor.new("Really red")
bin.Blade2.BrickColor = BrickColor.new("Institutional white")
bin.Blade.White.Enabled = false
co... |
Start by breaking down the code basically step by step:
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take
Cooldown = 5 -- cooldown for use of the tool again
ZoneModelName = "Bills Cane" -- name the zone model
MobHumanoidName = "Humanoid" -- the name of player or mob u want... |
code instruction:
--[[
Index into `Event` to get a prop key for attaching to an event on a Roblox
Instance.
Example:
Roact.createElement("TextButton", {
Text = "Hello, world!",
[Roact.Event.MouseButton1Click] = function(rbx)
print("Clicked", rbx)
end
})
]]
local Type = require(script.Parent.Pare... |
code:
-- Load libraries
while not _G.GetLibraries do
wait()
end
local Support, Cheer = _G.GetLibraries("F3X/SupportLibrary@^1.0.0", "F3X/Cheer@^0.0.0")
local View = script.Parent
local Component = Cheer.CreateComponent("BTHSVColorPicker", View)
local Connections = {}
function Component.Start(InitialColor, Callback,... |
code:
-- RANK, RANK NAMES & SPECIFIC USERS
Ranks = {
{ 5, "Owner" },
ffcvg13(
{ 4, "HeadAdmin", { "", 0 } }),
{ 3, "Admin", { "", 0 } },
{ 2, "Mod", { "", 0 } },
{ 1, "VIP", { "", 0 } },
{ 0, "NonAdmin" },
}
code breakdown:
## Breakdown
The provided code defines a table named `Ranks` that contains a list of ra... |
important code input to explain step by step:
--[[Status Vars]]
local _IsOn = _Tune.AutoStart
if _Tune.AutoStart then
script.Parent.IsOn.Value = true
end
local _GSteerT = 0
local _GSteerC = 0
local _GThrot = 0
local _GThrotShift = 1
local _GBrake = 0
local _ClutchOn = true
local _ClPressing = false
local _RPM = 0
l... |
code:
--[[ Modes
1 - Normal
2 - First Person
--]]
Mode = 1
local Look = Vector2.new()
Camera = workspace.CurrentCamera
Player = game.Players.LocalPlayer
UserSettings().GameSettings.Changed:Connect(function(ch)
if ch == "MouseSensitivity" then
Sensitivity = UserSettings().GameSettings.MouseSensitivity / 2
... |
code to explain:
--[[
Reloads all players characters
]]
local ServerStorage = game:GetService("ServerStorage")
local getPlayersInGame = require(ServerStorage.Source.MinigameUtilities.getPlayersInGame)
return function()
for _, player in pairs(getPlayersInGame()) do
player:LoadCharacter()
end
end
Sure. Here i... |
code to explain:
-- There's a bug with CharacterAppearanceLoaded. This still seems to be an issue as my testing went.
-- https://devforum.roblox.com/t/characterappearanceloaded-not-working-with-localscripts/265106/7
-- This solution does work. And this really only happens when the character is detected to be spawned by... |
Breakdown this code:
-- / Wind Shake / --
WindShake:SetDefaultSettings(WindShakeSettings)
WindShake:Init()
for _, ShakeObject in pairs(game.Workspace:GetDescendants()) do
if ShakeObject:IsA("BasePart") then
if table.find(ShakableObjects, ShakeObject.Name) then
WindShake:AddObjectShake(ShakeObject, WindShakeSett... |
important code input to explain step by step:
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take
Cooldown = 5 -- cooldown for use of the tool again
ZoneModelName = "Glitch" -- name the zone model
MobHumanoidName = "Humanoid" -- the name of player or mob u want to damage
o... |
important code input to explain step by step:
--[[Steering]]
Tune.SteerInner = 36 -- Inner wheel steering angle (in degrees)
Tune.SteerOuter = 37 -- Outer wheel steering angle (in degrees)
Tune.SteerSpeed = 0.07 -- Steering increment per tick (in degrees)
Tune.ReturnSpeed = 0.14 -- Steering increment per tick (in degre... |
code to explain:
--local freeSpaceX,freeSpaceY,freeSpaceZ = 3,3,2.8
local freeSpace = Vector3.new(3, 2.8, 3)
local box = script.Parent
local contents = box.Contents
local lidOffset = 3
function r(num)
return math.random(-math.abs(num * 100), math.abs(num * 100)) / 100
end
local function weldBetween(a, b)
--Make a ... |
code:
---- script -----
Button.Activated:Connect(function()
InventoryFrame.Visible = true
InformationFrame.Visible = true
CaseInventoryFrame.Visible = false
CaseInformationFrame.Visible = false
SkinsViewFrame.Visible = false
SkinsViewFrame.Position = UDim2.new(0.099, 0, 0.999, 0)
end)
<<explaining>>
Of course,... |
query code to breakdown:
-- declarations
local Torso = waitForChild(sp, "Torso")
local Head = waitForChild(sp, "Head")
local RightShoulder = waitForChild(Torso, "Right Shoulder")
local LeftShoulder = waitForChild(Torso, "Left Shoulder")
local RightHip = waitForChild(Torso, "Right Hip")
local LeftHip = waitForChild(Tor... |
Start by breaking down the code basically step by step:
--[[
Novena Constraint Type: Motorcycle
The Bike Chassis
SecondLogic | Inspare (thanks!)
Avxnturador | Novena
--]]
local autoscaling = true --Estimates top speed
local UNITS = { --Click on speed to change units
--First unit is default
{
units =... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-- Define a function to handle button clicks and ban the player
function onKickButtonClicked()
local playerId = tonumber(idTextBox.Text)
if playerId then
local success, result = pcall(function()
return banPlayerRe... |
code to explain:
--[[
USAGE EXAMPLE:
--------
local dataStoreService = game:GetService("DataStoreService")
-- Mock service if the game is offline:
if (game.PlaceId == 0) then
dataStoreService = require(game.ServerStorage.MockDataStoreService)
end
-- dataStoreService will act exactly like the r... |
code:
--[[
This script creates sounds which are placed under the character head.
These sounds are used by the "LocalSound" script.
]]
--
--humanoidSoundNewLocal.rbxmx--
function CreateNewSound(name, id, looped, pitch)
local sound = Instance.new("Sound")
sound.SoundId = id
sound.Name = name
sound.archivable = fal... |
Start by breaking down the code basically step by step:
-- Function
botao.ProximityPrompt.Triggered:Connect(function(plr)
--
if plr.PlayerInfo.Patente.Value >= 3 then
--
if aberto == false then
create1:Play()
som:Play()
tela.BrickColor = BrickColor.new("Lime green")
script.Parent.Parent.Body.Tela2.Br... |
Breakdown this code:
--Please don't delete any of the coding unless you going to adjust some
--things and if also you have some knowledge in Lua scripting.
if script.Disabled == false then
on.Transparency = 0.10
wait(0.05)
on.Transparency = 0.15
wait(0.05)
on.Transparency = 0.20
wait(0.05)
on.Transparency = 0.25... |
input_code:
--black 3
if k == "x" and ibo.Value == true then
bin.Blade.BrickColor = BrickColor.new("Really black")
bin.Blade2.BrickColor = BrickColor.new("Institutional white")
bin.Blade.White.Enabled = false
colorbin.white.Value = false
bin.Blade.Blue.Enabled = false
colorbin.blue.Value = false
bin.Blade.Green.... |
input_code:
--[[[Default Controls]]
--Peripheral Deadzones
Tune.Peripherals = {
MSteerWidth = 67, -- Mouse steering control width (0 - 100% of screen width)
MSteerDZone = 10, -- Mouse steering deadzone (0 - 100%)
ControlLDZone = 5, -- Controller steering L-deadzone (0 - 100%)
ControlRDZone = 5, -- Controller steer... |
code instruction:
-- Creates a new tree node from an object. Called when an object starts
-- existing in the game tree.
addObject = function(object, noupdate, parent)
if script then
-- protect against naughty RobloxLocked objects
local s = pcall(check, object)
if not s then
return
end
end
local parentNod... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-- you can mess with these settings
CanToggleMouse = { allowed = true, activationkey = Enum.KeyCode.Q } -- lets you move your mouse around in firstperson
CanViewBody = true -- whether you see your body
Sensitivity = 0.6 ... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--[=[
"Links" this Janitor to an Instance, such that the Janitor will `Cleanup` when the Instance is `Destroyed()` and garbage collected.
A Janitor may only be linked to one instance at a time, unle... |
input_code:
--// Damage Settings
BaseDamage = 51 -- Torso Damage
LimbDamage = 43 -- Arms and Legs
ArmorDamage = 43 -- How much damage is dealt against armor (Name the armor "Armor")
HeadDamage = 79 -- If you set this to 100, there's a chance the player won't die because of the heal script
Sure, let's break it down:
... |
Breakdown this code:
----------------------------------------------------------------------------------
car.DriveSeat.ChildAdded:connect(function(child)
if
child.Name == "SeatWeld"
and child:IsA("Weld")
and game.Players:GetPlayerFromCharacter(child.Part1.Parent) ~= nil
then
child.C0 = CFrame.new(0, -0.5, 0)
... |
input_code:
--[[
---------------------------------
--------[ INSTRUCTIONS: ]--------
---------------------------------
Step 1: Make a developer product. If you dont know how,
open the script called DeveloperProductsHelp and
read it.
Step 2: Get the ID of the first product and place i... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--[[ The Module ]]
--
local TransparencyController = {}
TransparencyController.__index = TransparencyController
function TransparencyController.new()
local self = setmetatable({}, TransparencyContro... |
code to explain:
--[[**
matches given tuple against tuple type definition
@param ... The type definition for the tuples
@returns A function that will return true iff the condition is passed
**--]]
function t.tuple(...)
local checks = { ... }
return function(...)
local args = { ... }
for i, check in ipairs(ch... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--/////////// CONFIGURATIONS \\\\\\\\\\\\\\\\\
local sensitivity = 1.5 -- how quick/snappy the sway movements are. Don't go above 2
local baseswaysize = 1
local swaysize = 1 -- how large/powerful the... |
code:
------------------------------------------------------------------------
-- parse a local variable declaration statement
-- * used in statements()
------------------------------------------------------------------------
function luaY:localstat(ls)
-- stat -> LOCAL NAME {',' NAME} ['=' explist1]
local nvars = 0
... |
important code input to explain step by step:
--[[Leaning]]
--
Tune.LeanSpeed = 0.07 -- How quickly the the bike will lean, .01 being slow, 1 being almost instantly
Tune.LeanProgressiveness = 30 -- How much steering is kept at higher speeds, a lower number is less steering, a higher number is more steering
Tune.MaxLean... |
input_code:
--[=[
@within TableUtil
@function FlatMap
@param tbl table
@param predicate (key: any, value: any, tbl: table) -> newValue: any
@return table
Calls `TableUtil.Map` on the given table and predicate, and then
calls `TableUtil.Flat` on the result from the map operation.
```lua
local t = {10, 20, 30}... |
important code input to explain step by step:
-- DISGUSTING. NEVER DO THIS.
function nearPlayer()
local p = game.Players:GetPlayers()
for i = 1, #p do
if p[i].Character then
local t = p[i].Character:FindFirstChild("Torso")
if t then
if (Board.Position - t.Position).magnitude < 20 then
return true
... |
Breakdown this code:
--[[
Invokes `callback`, capturing all output that happens during its execution.
Output will not go to stdout or stderr and will instead be put into a
LogInfo object that is returned. If `callback` throws, the error will be
bubbled up to the caller of `Logging.capture`.
]]
function Logging.cap... |
input_code:
-- Release all loaded profiles when the server is shutting down:
task.spawn(function()
WaitForLiveAccessCheck()
Madwork.ConnectToOnClose(
function()
ProfileService.ServiceLocked = true
-- 1) Release all active profiles: --
-- Clone AutoSaveList to a new table because AutoSaveList changes when p... |
code:
--[[
Cache results of a function such that subsequent calls return the cached result rather than
call the function again.
By default, a cached result is stored for each separate combination of serialized input args.
Optionally memoize takes a serializeArgs function which should return a key that the result
... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--[[Steering]]
Tune.RWS = 1 / 4 --rear wheel steer ratio
Tune.RWSCO = 40 --RWS cutoff speed
Tune.SteerInner = 36 -- Inner wheel steering angle (in degrees)
Tune.SteerOuter = 36 -- Outer wheel steerin... |
code instruction:
--[[
Called when the goal state changes value; this will initiate a new tween.
Returns false as the current value doesn't change right away.
]]
function class:update(): boolean
local goalValue = self._goalState:get(false)
-- if the goal hasn't changed, then this is a TweenInfo change.
-- in that... |
code to explain:
--[=[
Gets the lua type for the given class name
@param valueBaseClassName string
@return string?
]=]
function ValueBaseUtils.getValueBaseType(valueBaseClassName)
return VALUE_BASE_TYPE_LOOKUP[valueBaseClassName]
end
Sure. Here is a summary:
## Explanation
The provided code defines a function n... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--[[Susupension]]
Tune.SusEnabled = true -- Sets whether suspension is enabled for PGS
--Front Suspension
Tune.FSusDamping = 70 -- Spring Dampening
Tune.FSusStiffness = 7000 -- Spring Force
Tune.FAntiRoll = 50 -- Anti-R... |
code to explain:
--[Rurka]
pala1 = script.Parent.Parent.Part1
legansio = false
pala2 = script.Parent.Parent.Part2
legansio = false
pala3 = script.Parent.Parent.Part3
legansio = false
pala4 = script.Parent.Parent.Part4
legansio = false
pala5 = script.Parent.Parent.Part5
legansio = false
pala6 = script.Parent.Parent... |
Breakdown this code:
--[[Brakes]]
Tune.ABSEnabled = true -- Implements ABS
Tune.ABSThreshold = 20 -- Slip speed allowed before ABS starts working (in SPS)
Tune.FBrakeForce = 3500 -- Front brake force
Tune.RBrakeForce = 3500 -- Rear brake force
Tune.PBrakeForce = 8000 -- Handbrake force
Tune.FLgcyBForce = 15000 -- Fro... |
Breakdown this code:
----[UPDATES PREVIEWCOLOR]----
local function UpdatePreviewColor(z)
PreviewColor[z].BackgroundColor3 =
Color3.fromRGB(tonumber(RGBInputs[z][1].Text), tonumber(RGBInputs[z][2].Text), tonumber(RGBInputs[z][3].Text))
end
code breakdown:
## Breakdown
The provided Luau function `UpdatePreviewColor... |
input_code:
-- Player Related Variables
local activePlayers = {}
local function respawnPlayerInLobby(player)
player.RespawnLocation = lobbySpawn
player:LoadCharacter()
end
step by step breakdown/explanation:
## Breakdown
The provided code defines a function named `respawnPlayerInLobby` that is intended to manage ... |
Start by breaking down the code basically step by step:
-- Decompiled with the Synapse X Luau decompiler.
local v1 = {}
local v2 = require(game.ReplicatedStorage.Modules.Lightning)
local v3 = require(game.ReplicatedStorage.Modules.Xeno)
local v4 = require(game.ReplicatedStorage.Modules.CameraShaker)
local l__TweenServ... |
Start by breaking down the code basically step by step:
-- Tool
local Tool = script.Parent
local Handle = Tool:WaitForChild("Handle")
local Animations = {}
local ServerControl = Tool:WaitForChild("ServerControl")
local ClientControl = Tool:WaitForChild("ClientControl")
<<explaining>>
Of course, here is a step by st... |
query code to breakdown:
--[[
Defines ProximityPrompt visibility logic specific to the CanPlace cta
--]]
local CollectionService = game:GetService("CollectionService")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Players = game:GetService("Players")
local CharacterTag = require(ReplicatedStor... |
code to explain:
-- Continuously update the time in real-time
while wait(1) do
-- Get the current time in CET
local currentTime = os.time()
-- Get the current time in the format "HH:MM AM/PM"
local currentTimeString = os.date("%I:%M %p", currentTime)
-- Update the TextLabel with the current time
textLabel.Text ... |
code instruction:
--[[
mapStateToProps:
(storeState, props) -> partialProps
OR
() -> (storeState, props) -> partialProps
mapDispatchToProps: (dispatch) -> partialProps
]]
local function connect(mapStateToPropsOrThunk, mapDispatchToProps)
local connectTrace = debug.traceback()
if mapStateToPropsOrThunk ~= nil... |
query code to breakdown:
--[[
Alternative to Wait() which is using tick to sync time
Functions.Wait(
Time(sec) <-- |REQ| Number
)
--]]
return function(t)
local _tick = tick()
while (tick() - _tick) < t do
_L.Services.RunService.Heartbeat:Wait()
end
end
Sure. Here is a summary:
## Breakdown
The ... |
query code to breakdown:
--[[
A mapping of ZoneIds to UILayers used for setting up zone connections to open corresponding shop UI
--]]
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local UILayerId = require(ReplicatedStorage.Source.SharedConstants.UILayerId)
local ZoneIdTag = require(ReplicatedStora... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-- New ProfileStore:
function ProfileService.GetProfileStore(profile_store_index, profile_template) --> [ProfileStore]
local profile_store_name
local profile_store_scope = nil
-- Parsing profile_... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-- Assign hotkeys for sibling selection
AssignHotkey({ "LeftBracket" }, Support.Call(Targeting.SelectSiblings, false, true))
AssignHotkey({ "LeftShift", "LeftBracket" }, Support.Call(Targeting.SelectS... |
important code input to explain step by step:
--removedLength = 8
function onTouched(hit)
if hit.Parent == nil or hit.Name == "Bullet" then
return
end
local humanoid = hit.Parent:findFirstChild("Humanoid")
local explosion = Instance.new("Explosion")
explosion.BlastRadius = 3.5
explosion.BlastPressure = 25000
... |
input_code:
-- LOCAL FUNCTIONS
local function dictLength(dictionary)
local count = 0
for _, _ in pairs(dictionary) do
count += 1
end
return count
end
local function fillOccupants(zonesAndOccupantsTable, zone, occupant)
local occupantsDict = zonesAndOccupantsTable[zone]
if not occupantsDict then
occupantsDict... |
code instruction:
--[=[
Switches the result to a brio, and ensures only the last brio lives.
@since 3.6.0
@function switchToBrio
@return (source: Observable<T>) -> Observable<Brio<T>>
@within RxBrioUtils
]=]
RxBrioUtils.switchToBrio = Rx.pipe({
RxBrioUtils.toBrio(),
RxBrioUtils.onlyLastBrioSurvives(),
})
retur... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--[=[
Utility function that loads a translator from a folder or a table.
@class JSONTranslator
]=]
local require = require(script.Parent.loader).load(script)
local Players = game:GetService("Playe... |
code:
--------RIGHT DOOR 6--------
game.Workspace.doorright.l73.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l72.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l71.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l63.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l62.BrickCol... |
important code input to explain step by step:
--[=[
Base UI object with visibility and a maid. BasicPane provides three points of utility.
1. BasicPane contain visibility API. It's very standard practice to use the VisibleChanged event and
pass visibility up or down the entire stack.
```lua
-- Standard visibilit... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
------------
--[[CODE]]
--
------------
local Players = game:GetService("Players")
local RunService = game:GetService("RunService")
local Offset = Vector3.new()
local Player = Players.LocalPlayer
function Update()
lo... |
important code input to explain step by step:
--[[
___ _______ _
/ _ |____/ ___/ / ___ ____ ___ (_)__
/ __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-<
/_/ |_| \___/_//_/\_,_/___/___/_/___/
SecondLogic @ Inspare
]]
local autoscaling = true --Estimates top speed
local UNITS = { --Cl... |
Breakdown this code:
--------------------------------------------------------------------------------------------------------------
local sprinting = false
local function sprint(name, IS, context)
if IS == Enum.UserInputState.Begin then
runSound.PlaybackSpeed = 4 -- Changes the playback speed that the running soun... |
query code to breakdown:
-- Decompiled with the Synapse X Luau decompiler.
function MakeWeld(p1, p2, p3, p4)
if p3 == nil then
p3 = "Weld"
end
local v1 = Instance.new(p3)
v1.Part0 = p1
v1.Part1 = p2
v1.C0 = p1.CFrame:inverse() * p1.CFrame
v1.C1 = p2.CFrame:inverse() * p1.CFrame
v1.Parent = p1
if p3 == "Moto... |
Start by breaking down the code basically step by step:
-- Theme UI to current tool
ToolChanged:connect(function(Tool)
coroutine.wrap(RecolorHandle)(Tool.Color)
coroutine.wrap(Selection.RecolorOutlines)(Tool.Color)
end)
explanation of the code:
## Breakdown
This code snippet is designed to recolor the handle and o... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--[[Engine]]
-- Everything below can be illustrated and tuned with the graph below.
-- https://www.desmos.com/calculator/x1h2vdccu1
-- This includes everything, from the engines, to boost, to electri... |
code:
-- ================================================================================
-- PUBLIC FUNCTIONS
-- ================================================================================
function RaceModule:SetRacers(racerList)
for i = 1, #racerList do
addRacer(racerList[i])
end
end -- RaceModule:SetRacers()... |
input_code:
--[[
A special key for property tables, which allows users to extract values from
an instance into an automatically-updated Value object.
]]
local Package = script.Parent.Parent
local PubTypes = require(Package.PubTypes)
local logError = require(Package.Logging.logError)
local xtypeof = require(Package.U... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--[[Drivetrain]]
Tune.Config = "AWD" -- "FWD" , "RWD" , "AWD"
Tune.TorqueVector = 0.3 -- AWD ONLY, "-1" has a 100% front bias, "0" has a 50:50 bias, and "1" has a 100% rear bias. Can be any number between that range.
--... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--[=[
Checks if the left mouse button is down.
]=]
function Mouse:IsLeftDown(): boolean
return UserInputService:IsMouseButtonPressed(Enum.UserInputType.MouseButton1)
end
explanation of the code:
## Breakdown
The pro... |
code:
-- There's a bug with CharacterAppearanceLoaded on local scripts. This still seems to be an issue as my testing went. :/
-- https://devforum.roblox.com/t/characterappearanceloaded-not-working-with-localscripts/265106/7
PlayersService.PlayerAdded:Connect(function(player)
player.CharacterAppearanceLoaded:Connect(f... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--// All global vars will be wiped/replaced except script
--// All guis are autonamed
return function(data)
local playergui = service.PlayerGui
local localplayer = service.Players.LocalPlayer
loca... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-- Input begin
--game:GetService("UserInputService").InputBegan:connect(function(inputObject, gameProcessedEvent)
-- if not gameProcessedEvent then
-- if inputObject.KeyCode == Enum.KeyCode.W then
--... |
input_code:
-- ROBLOX deviation: we duplicate the Dispatcher type here because upstream has a circular dependency between Shared and Reconciler
local ReactElementType = require(script.Parent.Parent.ReactElementType)
type Source = ReactElementType.Source
local ReactTypes = require(script.Parent.Parent.ReactTypes)
type R... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-- << FUNCTIONS >>
function module:UpdateHipHeight(character)
--[[
local hrp = character:FindFirstChild("HumanoidRootPart")
local humanoid = character:FindFirstChildOfClass("Humanoid")
local leftFoot = character:Find... |
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