text stringlengths 54 19.6k |
|---|
code instruction:
-- Function that other scripts can call to change a player's stats
function PlayerStatManager:ChangeStat(player, statName, value)
local playerUserId = "Player_" .. player.UserId
sessionData[playerUserId][statName] = value
end
function PlayerStatManager:ChangeStatInTycoonPurchases(player, statName, ... |
code:
-- Visualizes an impact. This will not run if FastCast.VisualizeCasts is false.
function DbgVisualizeHit(atCF: CFrame, wasPierce: boolean): SphereHandleAdornment?
--if ClientSettings.Debug.Value == false then return nil end
if true then
return
end
local adornment = Instance.new("SphereHandleAdornment")
ado... |
code:
--[[for i=1, #Sounds, 1 do
if Sounds[i] then
Sounds[i]:Play()
end
end]]
for i = 1, #Deletables, 1 do
if Deletables[i] then
if
not IsA(Deletables[i], "ParticleEmitter")
and not IsA(Deletables[i], "Attachment")
and not IsA(Deletables[i], "BasePart")
then
Destroy(Deletables[i])
elseif IsA(Del... |
code instruction:
-- services
local Workspace = game:GetService("Workspace")
local Players = game:GetService("Players")
local RunService = game:GetService("RunService")
local Debris = game:GetService("Debris")
result breakdown output:
## Breakdown
The provided Luau code is a series of lines that define and retrieve... |
code:
--WARNING!------------------------------------------------------------------------------------------------------------------------------------------
--DO NOT MODIFY THE CODE BELOW! (Unless you know what you're doing, in that case: go nuts!(Unless you're allergic to nuts of course. Then don't.))--
----------------... |
query code to breakdown:
--[[Wheel Alignment]]
--[Don't physically apply alignment to wheels]
--[Values are in degrees]
Tune.FCamber = -8
Tune.RCamber = -8
Tune.FCaster = 7
Tune.FToe = 1
Tune.RToe = 0
result breakdown output:
## Breakdown
The provided Luau code snippet defines a configuration table named `Tune` that... |
important code input to explain step by step:
-- CODE [if you're not experienced, do not mess with this code!]
Transition.OnClientEvent:Connect(function()
Frame.Visible = true
Frame:TweenPosition(UDim2.new(0, 0, -0.1, 0), "In", "Quad", 0.5)
wait(TRANSITION_TIME)
Frame:TweenPosition(UDim2.new(0, 0, 1, 0), "In", "Qu... |
query code to breakdown:
-- Other useful variables
local player = game.Players.LocalPlayer
local mouse = player:GetMouse()
local tool = script.Parent
local mobileShouldTrack = true
local oldIcon = mouse.Icon
local connection
result breakdown output:
## Breakdown
The provided code initializes several variables that a... |
code:
----------------------------------------------
local RS = char.RightUpperArm["RightShoulder"]
local LS = char.LeftUpperArm["LeftShoulder"]
local RH = char["RightUpperLeg"]:WaitForChild("RightHip")
local LH = char["LeftUpperLeg"]:WaitForChild("LeftHip")
local LeftLeg = char["LeftUpperLeg"]
local RightLeg = char["R... |
code instruction:
--!nonstrict
--[[
VRVehicleCamera - Roblox VR vehicle camera control module
2021 Roblox VR
--]]
local EPSILON = 1e-3
local PITCH_LIMIT = math.rad(80)
local YAW_DEFAULT = math.rad(0)
local ZOOM_MINIMUM = 0.5
local ZOOM_SENSITIVITY_CURVATURE = 0.5
local DEFAULT_CAMERA_DIST = 16
local TP_FOLLOW_DIST =... |
important code input to explain step by step:
--
h = script.Parent.Parent:WaitForChild("Humanoid")
pathService = game:GetService("PathfindingService")
targetV = script.Parent:WaitForChild("Target")
function closestTargetAndPath()
local humanoids = {}
if targetNPCs then
local function recurse(o)
for _, obj in p... |
Start by breaking down the code basically step by step:
-- transforms Roblox types into intermediate types, converting
-- between spaces as necessary to preserve perceptual linearity
local typeMetadata = {
number = {
springType = LinearSpring.new,
toIntermediate = function(value)
return { value }
end,
fro... |
code instruction:
--[[*
* During execution of guarded functions we will capture the first error which
* we will rethrow to be handled by the top level error handler.
]]
exports.rethrowCaughtError = function()
if hasRethrowError then
local err = rethrowError
hasRethrowError = false
rethrowError = nil
error(err)... |
important code input to explain step by step:
-- Make triggers transparent
local menuTriggers = workspace:WaitForChild("MenuTriggers", 10) -- Menu triggers for GUI
if menuTriggers then
for _, trigger in pairs(menuTriggers:GetChildren()) do
trigger.Transparency = 1
trigger.Touched:Connect(function(part)
if playe... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--Made by Stickmasterluke
sp = script.Parent
damage = 100 -- +/- 10%
damagewindow = 1 --after clicking, how long does the player have to hit the opponent wioth their weapon to deal damage
swingrate... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--Rescripted by Luckymaxer
Tool = script.Parent
Handle = Tool:WaitForChild("Handle")
local Players = game:GetService("Players")
local Debris = game:GetService("Debris")
local Player = game.Players.L... |
Start by breaking down the code basically step by step:
--[[Engine]]
--Torque Curve
Tune.Horsepower = 318 -- [TORQUE CURVE VISUAL]
Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf
Tune.PeakRPM = 6000 -- Use sliders to manipulate values
Tune.Redline = 6700 -- Copy and paste slider values into the re... |
code to explain:
--[[
Manager for a single player's spots.
]]
local Cryo = require(script.Parent.Parent.Packages.Cryo)
local constants = require(script.Parent.Parent.Constants)
local PlayerSpots = {}
PlayerSpots.__index = PlayerSpots
function PlayerSpots.new(quota)
if not quota then
warn("Invalid player quota pas... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-- Implement Signal:Wait() in terms of a temporary connection using
-- a Signal:Connect() which disconnects itself.
function Signal:Wait()
local waitingCoroutine = coroutine.running()
local cn
cn =... |
Start by breaking down the code basically step by step:
--[[Engine]]
--Torque Curve
Tune.Horsepower = 1000 -- [TORQUE CURVE VISUAL]
Tune.IdleRPM = 400 -- https://www.desmos.com/calculator/2uo3hqwdhf
Tune.PeakRPM = 4500 -- Use sliders to manipulate values
Tune.Redline = 5500 -- Copy and paste slider values into the r... |
code instruction:
--[=[
Mounts the instance to the props. This handles mounting children, and events.
The contract is that the props table is turned into observables. Note the following.
* Keys of strings are turned into properties
* If this can be turned into an observable, it will be used to subscribe to this ... |
input_code:
--This module is for any client FX related to the lab debris
local DoorFX = {}
local tweenService = game:GetService("TweenService")
local tweenInfo = TweenInfo.new(1, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut)
local InitialModelCFrames = {}
function DoorFX.OPEN(door)
if not door then
return
... |
code:
--// All global vars will be wiped/replaced except script
return function(data, env)
if env then
setfenv(1, env)
end
local playergui = service.PlayerGui
local localplayer = service.Players.LocalPlayer
local frame = script.Parent.Parent
local close = frame.Frame.Close
local main = frame.Frame.Main
loc... |
Breakdown this code:
--local busy = false
--Shield.Touched:connect(function(Hit)
-- if Hit == nil then return end
-- if Hit.Parent == nil then return end
-- if busy == true then return end
--
-- busy = true
--
-- local Item = Hit.Parent
--
-- if Item:IsA("Tool") == true then return end
-- if Hit.Name == "Torso" then re... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--[[
Constructs special keys for property tables which connect property change
listeners to an instance.
]]
local Package = script.Parent.Parent
local PubTypes = require(Package.PubTypes)
local log... |
query code to breakdown:
-- Dont touch
while wait() do
script.Parent.Text = "Loading Game."
wait(0.5)
script.Parent.Text = "Loading Game.."
wait(0.5)
script.Parent.Text = "Loading Game..."
wait(0.5)
script.Parent.Text = "Loading Game."
end
result breakdown output:
## Breakdown
The provided Luau script is desi... |
Start by breaking down the code basically step by step:
--[[Drivetrain Initialize]]
local Front = bike.FrontSection
local Rear = bike.RearSection
Sure. Here is a summary:
## Breakdown
The provided code initializes two local variables, `Front` and `Rear`, by assigning them to the `FrontSection` and `RearSection` of ... |
code:
-- Decompiled with the Synapse X Luau decompiler.
local u1 = nil
coroutine.wrap(function()
u1 = require(game.ReplicatedStorage:WaitForChild("Resources"))
end)()
return function(p1, p2, ...)
local v1 = ...
local v2 = u1.Shared.UpgradeDifficultyColors[v1]
p1.label.Text = v1
if v2 then
p1.label.TextColor3 = ... |
Start by breaking down the code basically step by step:
-- Check if the player can run commands
function CheckHostID(player)
-- Is the game running in studio
if Run:IsStudio() then
return true
end
if game.CreatorType == Enum.CreatorType.User then
-- Is the player the game's owner
if player.UserId == game.Cre... |
code instruction:
--// KeyBindings
FireSelectKey = Enum.KeyCode.T
CycleSightKey = Enum.KeyCode.T
LaserKey = Enum.KeyCode.G
LightKey = Enum.KeyCode.B
InteractKey = Enum.KeyCode.E
AlternateAimKey = Enum.KeyCode.Z
InspectionKey = Enum.KeyCode.H
AttachmentKey = Enum.KeyCode.LeftControl
explanation:
## Breakdown
The prov... |
code:
--Main Settings:
CAM_GEARS = true
ENGINE_SHAKE = true
MANIFOLD_HEAT = true
THROTTLE_BODY = true
TIMING_BELT = true
TURBO_CHARGED = true
output_code:
## Breakdown
The provided code snippet defines a set of boolean variables in Luau, which is the scripting language used in Roblox. These variables are intended to... |
important code input to explain step by step:
--Motors
rS = part:findFirstChild("Right Shoulder")
lS = part:findFirstChild("Left Shoulder")
rH = part:findFirstChild("Right Hip")
lH = part:findFirstChild("Left Hip")
code breakdown:
## Breakdown
The provided code is written in Luau, a variant of the Lua programming la... |
important code input to explain step by step:
-- Variables (best not to touch these!)
local button = script.Parent
local car = script.Parent.Parent.Car.Value
local sound = script.Parent.Start
sound.Parent = car.DriveSeat -- What brick the start sound is playing from.
button.MouseButton1Click:connect(function() -- Event... |
code:
--Made by Luckymaxer
Players = game:GetService("Players")
Debris = game:GetService("Debris")
ProjectileNames = { "Water", "Arrow", "Projectile", "Effect", "Rail", "Laser", "Ray", "Bullet", "ParticlePart" }
Functions = {
CheckTableForString = function(Table, String)
for i, v in pairs(Table) do
if string.... |
code to explain:
--!strict
local Types = require(script.Parent.Parent.Parent.Types)
return function(players: Types.Array<Player>): Types.PlayerContainer
return { kind = "set", value = players }
end
output_code:
## Breakdown
The provided code is a Lua function written in the Luau dialect, which is used in Roblox fo... |
code:
-------------------------------------------------------------------------------------------------------------------------
upgradeStuff = model:clone()
wait(1)
model:remove()
owner = script.Parent.Parent.Parent.OwnerName
local ting = 0
function onTouched(hit)
if ting == 0 then
ting = 1
check = hit.Parent:F... |
query code to breakdown:
-- Gradually regenerates the Humanoid's Health over time.
local REGEN_RATE = 10 / 100 -- Regenerate this fraction of MaxHealth per second.
local REGEN_STEP = 0.05 -- Wait this long between each regeneration step.
explanation:
## Breakdown
The provided Luau script is a setup for gradually re... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--gun welds
local boltw = mainpart:WaitForChild("boltweld")
local magw = mainpart:WaitForChild("magweld")
local trigw = mainpart:WaitForChild("triggerweld")
local rightgrip
Sure. Here is a summary:
... |
code:
--// Event Connections
L_114_.OnClientEvent:connect(function(L_327_arg1, L_328_arg2)
if L_327_arg1 ~= L_2_ then
local L_329_ = L_327_arg1.Character
local L_330_ = L_329_.AnimBase.AnimBaseW
local L_331_ = L_330_.C1
if L_328_arg2 then
L_129_(L_330_, nil, L_329_.Head.CFrame, function(L_332_arg1)
retu... |
code:
--Player removing
main.players.PlayerRemoving:Connect(function(player)
--
main.permissionToReplyToPrivateMessage[player] = nil
main.commandBlocks[player] = nil
--
local pdata = main.pd[player]
if pdata then
for itemName, item in pairs(pdata.Items) do
item:Destroy()
end
local underControl = pdata.It... |
code:
-- Remote Events
--Client -> Server
local RE_replicateProjectile = remoteEvents.Client.ReplicateProjectile
local RE_tempSaveProfile = remoteEvents.Client.ForceSaveTemp
--Server -> Client
output:
## Breakdown
The provided Luau code snippet is designed to define references to remote events in a Roblox game, spe... |
code to explain:
--[[*
* Copyright (c) Facebook, Inc. and its affiliates. All Rights Reserved.
*
* This source code is licensed under the MIT license found in the
* LICENSE file in the root directory of this source tree.
]]
type unknown = any --[[ ROBLOX FIXME: adding `unknown` type alias to make it easier to use... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-------------------------------------------------------------------------
local function CheckAlive()
local humanoid = findPlayerHumanoid(Player)
return humanoid ~= nil and humanoid.Health > 0
end
... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--[[Engine]]
--Torque Curve
Tune.Horsepower = 10000 -- [TORQUE CURVE VISUAL]
Tune.IdleRPM = 1000 -- https://www.desmos.com/calculator/2uo3hqwdhf
Tune.PeakRPM = 6500 -- Use sliders to manipulate values
Tune.Redline = 70... |
code:
--[[Wheel Alignment]]
--[Don't physically apply alignment to wheels]
--[Values are in degrees]
Tune.FCamber = -0.16
Tune.RCamber = -0.17
Tune.FToe = -0.2
Tune.RToe = -0.2
step by step breakdown/explanation:
## Breakdown
The provided code snippet is a simple configuration table in Luau, a dialect of Lua used in... |
input_code:
--// Tracer Vars
TracerTransparency = 1
TracerLightEmission = 1
TracerTextureLength = 0.1
TracerLifetime = 0.05
TracerFaceCamera = true
TracerColor = BrickColor.new("White")
step by step breakdown/explanation:
## Breakdown
The provided code defines a set of configuration variables intended to customize a... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--[[ The Module ]]
--
local BaseOcclusion = {}
BaseOcclusion.__index = BaseOcclusion
setmetatable(BaseOcclusion, {
__call = function(_, ...)
return BaseOcclusion.new(...)
end,
})
function BaseOcc... |
code:
-- Turns out debug.traceback() is slow
local ENABLE_TRACEBACK = false
local _emptyRejectedPromise = nil
local _emptyFulfilledPromise = nil
local Promise = {}
Promise.ClassName = "Promise"
Promise.__index = Promise
result breakdown output:
## Breakdown
The provided code snippet is defining the initial structur... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-- Reference the frames you want to control
local UISpeed = gui.UISpeed
local Volume = gui.Volume
local Wallpapers = gui.Wallpapers
local Notifications = gui.Notifications
local ClipWellbeing = gui.ClipWellbeing
<<expl... |
Start by breaking down the code basically step by step:
--// Holiday roooaaAaaoooAaaooOod
local _G, game, script, getfenv, setfenv, workspace, getmetatable, setmetatable, loadstring, coroutine, rawequal, typeof, print, math, warn, error, pcall, xpcall, select, rawset, rawget, ipairs, pairs, next, Rect, Axes, os, time, ... |
code instruction:
-- Sink down on the tree and fix the order heap property.
function PriorityQueue:sink()
local size = self.current_size
local heap = self.heap
local i = 1
while (i * 2) <= size do
local mc = self:min_child(i)
if heap[i][2] > heap[mc][2] then
heap[i], heap[mc] = heap[mc], heap[i]
end
i... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-- ================================================================================
-- PUBLIC FUNCTIONS
-- ================================================================================
function Pil... |
Start by breaking down the code basically step by step:
-- Find the new indicies of the trailing, anchor and leading elements.
-- props is expected to contain itemList, the identifier function and the maximum search distance.
-- state is expected to contain the old top, anchor and bottom indices and ids.
return functio... |
Start by breaking down the code basically step by step:
-- params : ...
local sp = script.Parent
update = function()
sp.Scope.Position = UDim2.new(0.5, -10 - sp.AbsoluteSize.y / 2, 0, -26)
sp.Scope.Size = UDim2.new(0, 20 + sp.AbsoluteSize.y, 0, 20 + sp.AbsoluteSize.y)
sp.ScopeId.Position = UDim2.new(0.5, -10 - sp.A... |
input_code:
-- set collision group for player's meshes
local function OnDescendantAdded(child)
if child:IsA("BasePart") or child:IsA("UnionOperation") then
PhysicsService:SetPartCollisionGroup(child, "Player")
--print("CollisionGroup: " .. child.Name)
end
end
Players.LocalPlayer.Character.DescendantAdded:Connect... |
Breakdown this code:
--- Queues the hitbox to be destroyed in the next frame
function Hitbox:Destroy()
self.HitboxPendingRemoval = true
if self.HitboxObject then
CollectionService:RemoveTag(self.HitboxObject, self.Tag)
end
self:HitStop()
self.OnHit:Destroy()
self.OnUpdate:Destroy()
self.HitboxRaycastPoints =... |
Breakdown this code:
----------------------------------
local PhysicsManager, SeatManager, ControlManager
local BoatModel = script.Parent
local Seat = WaitForChild(BoatModel, "VehicleSeat")
step by step breakdown/explanation:
## Breakdown
The provided Luau code initializes local variables and retrieves a specific c... |
code instruction:
--- Sets the command bar visible or not
function Window:SetVisible(visible)
Gui.Visible = visible
if visible then
Entry.TextBox:CaptureFocus()
self:SetEntryText("")
if self.Cmdr.ActivationUnlocksMouse then
self.PreviousMouseBehavior = UserInputService.MouseBehavior
UserInputService.Mou... |
code instruction:
-- declarations
local head = script.Parent
local sound = head:findFirstChild("Victory")
function onTouched(part)
local h = part.Parent:findFirstChild("Humanoid")
if h ~= nil then
sound:play()
if part.Parent:findFirstChild("Head"):findFirstChild("face").Texture == nil then
return
end
par... |
code to explain:
------------------------------------------------------------------------
local function StepFreecam(dt)
local vel = velSpring:Update(dt, Input.Vel(dt))
local pan = panSpring:Update(dt, Input.Pan(dt))
local fov = fovSpring:Update(dt, Input.Fov(dt))
local zoomFactor = sqrt(tan(rad(70 / 2)) / tan(ra... |
query code to breakdown:
-- class
local spring = {}
local spring_mt = { __index = spring }
function spring.new(p0, v0, target, angularFrequency, dampingRatio)
local self = {}
self.p = p0
self.v = v0
self.a = 0
self.target = target
self.angularFrequency = angularFrequency or 0.1
self.dampingRatio = dampingRatio... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-- ROBLOX FIXME: Can we define ClientChatModules statically in the project config
pcall(function()
ChatLocalization = require((game:GetService("Chat") :: any).ClientChatModules.ChatLocalization :: any)
end)
function Cr... |
query code to breakdown:
--[=[
@return Trove
Constructs a Trove object.
]=]
function Trove.new()
local self = setmetatable({}, Trove)
self._objects = {}
self._cleaning = false
return self
end
<<explaining>>
Of course, here is a step by step summary:
## Breakdown
The provided code defines a constructor function... |
code to explain:
--// Variables
local cam = workspace.CurrentCamera
local camPart = workspace["CameraPart"]
local mouse = game:GetService("Players").LocalPlayer:GetMouse()
explanation of the code:
## Breakdown
The provided code snippet defines three local variables in a Roblox Luau script, each serving a specific pu... |
code to explain:
--Control Mapping
Tune.Controls = {
--Keyboard Controls
--Mode Toggles
ToggleTCS = Enum.KeyCode.T,
ToggleABS = Enum.KeyCode.Y,
ToggleTransMode = Enum.KeyCode.M,
ToggleMouseDrive = Enum.KeyCode.R,
--Primary Controls
Throttle = Enum.KeyCode.Up,
Brake = Enum.KeyCode.Down,
SteerLeft = Enum.KeyC... |
code to explain:
--Armor Settings--
combat.ArmorDurability = 60 -- armor health
combat.ShowArmorBar = true -- make this false if u dont want the armor gui to be visible
explanation of the code:
## Breakdown
The provided code snippet defines and configures settings related to an armor system within a combat system i... |
Breakdown this code:
--[[
An array of emotes used in previous Roblox events that there are
custom icons for
]]
local paidEmotes = {
{
name = "High Wave",
emote = 5915776835,
image = "rbxassetid://5925452521",
defaultTempo = 0.67,
},
{
name = "Jumping Cheer",
emote = 5895009708,
image = "rbxassetid://... |
code:
------------------------------------------------
local function IsDirectionDown(direction)
for i = 1, #KEY_MAPPINGS[direction] do
if UIS:IsKeyDown(KEY_MAPPINGS[direction][i]) then
return true
end
end
return false
end
local UpdateFreecam
do
local dt = 1 / 60
RS.RenderStepped:Connect(function(_dt)
d... |
code instruction:
-- A variant of the function above that returns the velocity at a given point in time.
local function GetVelocityAtTime(time: number, initialVelocity: Vector3, acceleration: Vector3): Vector3
return initialVelocity + acceleration * time
end
local function GetTrajectoryInfo(cast: ActiveCast, index: n... |
Start by breaking down the code basically step by step:
--Made by Superluck, Uploaded by FederalSignal_QCB.
--Made by Superluck, Uploaded by FederalSignal_QCB.
--Made by Superluck, Uploaded by FederalSignal_QCB.
wait(1)
while true do
script.Parent.Parent.Parent.Main.SoundBlock.Value.Sound.PlaybackSpeed = script.Parent... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-- Create base segway to clone from
local SegID = 581150091
local Segway = require(SegID)
local function Get_des(instance, func)
func(instance)
for _, child in next, instance:GetChildren() do
Get_des(child, func)
e... |
code:
-------------------------------------------
local weld2 = Instance.new("Weld")
weld2.Part0 = torso
weld2.Parent = torso
weld2.Part1 = arms[2]
weld2.C1 = CFrame.new(-0.4, 1.25, 0.5) * CFrame.fromEulerAnglesXYZ(math.rad(90), -0.25, 0) --Right leg
arms[2].Name = "RDave"
arms[2].CanCollide = true
welds[2] = weld2
e... |
important code input to explain step by step:
-- no touchy
local path
local waypoint
local oldpoints
local isWandering = 0
if canWander then
spawn(function()
while isWandering == 0 do
isWandering = 1
local desgx, desgz =
hroot.Position.x + math.random(-WanderX, WanderX), hroot.Position.z + math.random(-Wa... |
query code to breakdown:
--///////////////// Internal-Use Methods
--//////////////////////////////////////
function methods:InternalDestroy()
for i, channel in pairs(self.Channels) do
channel:InternalRemoveSpeaker(self)
end
self.eDestroyed:Fire()
self.EventFolder = nil
self.eDestroyed:Destroy()
self.eSaidMess... |
input_code:
-- Local private variables and constants
local ZERO_VECTOR2 = Vector2.new(0, 0)
local tweenAcceleration = math.rad(220) -- Radians/Second^2
local tweenSpeed = math.rad(0) -- Radians/Second
local tweenMaxSpeed = math.rad(250) -- Radians/Second
local TIME_BEFORE_AUTO_ROTATE = 2 -- Seconds, used when auto-ali... |
Breakdown this code:
-- ROBLOX deviation END
export type ReporterOnStartOptions = { estimatedTime: number, showStatus: boolean }
export type Context = {
config: Config_ProjectConfig,
hasteFS: HasteFS,
moduleMap: ModuleMap,
resolver: Resolver,
}
export type Test = { context: Context, duration: number?, path: Conf... |
important code input to explain step by step:
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
head.ChildAdded:connect(function(c)
if c.Name == "Sound" then
c.Ended:connect(function()
if sdb == true then
soundplaying = nil
nameobj = nil
c:remove()
wait(MutterDelay)
... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--[[Weight and CG]]
Tune.Weight = 3100 -- Total weight (in pounds)
Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable)
--[[Width]]
6,
--[[Height]]
3.5,
--[[... |
important code input to explain step by step:
-- << VARIABLES >>
local frame = main.gui.MainFrame.Pages.Admin
local buyFrame = main.warnings.BuyFrame
local unBan = main.warnings.UnBan
local pages = {
ranks = frame.Ranks,
serverRanks = frame["Server Ranks"],
banland = frame.Banland,
}
local templates = {
rankTitle =... |
code:
--[=[
@private
@class Utils
]=]
local Utils = {}
local function errorOnIndex(_, index)
error(("Bad index %q"):format(tostring(index)), 2)
end
local READ_ONLY_METATABLE = {
__index = errorOnIndex,
__newindex = errorOnIndex,
}
function Utils.readonly(_table)
return setmetatable(_table, READ_ONLY_METATABLE... |
code to explain:
--Front Suspension
Tune.FSusDamping = 500 -- Spring Dampening
Tune.FSusStiffness = 9000 -- Spring Force
Tune.FAntiRoll = 50 -- Anti-Roll (Gyro Dampening)
Tune.FSusLength = 2 -- Suspension length (in studs)
Tune.FPreCompress = 0.3 -- Pre-compression adds resting length force
Tune.FExtensionLim = 0.3 --... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-- Create component
local Component = Cheer.CreateComponent("BTTooltip", View)
local Connections = {}
function Component.Start()
-- Hide the view
View.Visible = false
-- Show the tooltip on hover
Connections.ShowO... |
query code to breakdown:
--Made by Luckymaxer
Figure = script.Parent
Humanoid = Figure:WaitForChild("Humanoid")
Torso = Figure:WaitForChild("Torso")
Creator = Figure:WaitForChild("Creator")
PathfindingService = game:GetService("PathfindingService")
FollowingPath = false
WalkRadius = 15
SuccessDistance = (Torso.Size... |
Breakdown this code:
--First build your Gun, make sure all the parts and Non-Colliding and Not Anchored.
--Second put these parts inside the Tool (Call one of the parts 'Handle' and the rest 'Part'
--Lastly, make/get your gun script and test it out!
local prev
local parts = script.Parent["Parachute"]:GetChildren()
fo... |
query code to breakdown:
-- Public Methods
function RadioButtonLabelClass:GetValue()
return self.Button.Circle.Visible
end
function RadioButtonLabelClass:SetValue(bool)
bool = not not bool
local container = self.Frame.RadioContainer
local colorA = container.BorderColor3
local colorB = container.BackgroundColor3... |
input_code:
-- By Dominical -- Sep 13, 2014
-- Put this script inside of a light source such as a PointLight or SpotLight
while true do
script.Parent.Enabled = true
wait(math.random(2))
script.Parent.Enabled = false
wait(0.1)
end
Sure. Here is a summary:
## Breakdown
The provided script is designed to toggle a ... |
code to explain:
--------------------------------------
-- List of named places in the game
local _places = {
lobby = 6976592727,
gameplay_development = 6976597627,
queue_default = 6976598505,
queue_deathmatch = 6976598627,
queue_teamDeathmatch = 6976598747,
queue_freePlay = 6976598856,
}
<<explaining>>
Of cour... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-- Use the character attribute (updated by the server) as the source of truth for body orientation
-- Intended to be used for replicated characters
function OrientableBody:useAttributeAsSource()
self... |
input_code:
--[[Transmission]]
Tune.TransModes = { "Auto" } --[[
[Modes]
"Auto" : Automatic shifting
"Semi" : Clutchless manual shifting, dual clutch transmission
"Manual" : Manual shifting with clutch
>Include within brackets
eg: {"Semi"} or {"Auto", "Manual"}
>First mode is default mode ... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--[[
Sets the given emote as locked for the given Player.
]]
local function lockEmote(runService, emoteManager, changeEmoteLock)
if runService:IsServer() then
return function(player: Player, emote... |
query code to breakdown:
--[=[
Pseudo localizes text. Useful for verifying translation without having
actual translations available
@class PseudoLocalize
]=]
local PseudoLocalize = {}
local DEFAULT_PSEUDO_LOCALE_ID = "qlp-pls"
step by step breakdown/explanation:
## Breakdown
The provided code snippet ... |
code to explain:
--//Variables
local owner = script.Parent.OwnerName
local door = script.Parent
local prompt = script.Parent.OpenClose
local rentprompt = script.Parent.Rent
local Player = game.Players.LocalPlayer
local door2 = script.Parent.Parent.Door2
explanation:
## Breakdown
The provided Luau code defines and in... |
code:
--[[
Intended for use in tests.
Similar to await(), but instead of yielding if the promise is unresolved,
_unwrap will throw. This indicates an assumption that a promise has
resolved.
]]
function Promise.prototype:_unwrap()
if self._status == Promise.Status.Started then
error("Promise has not resolved or ... |
Start by breaking down the code basically step by step:
--Playing the revive animation locally works a lot better than playing it server side
function game.ReplicatedStorage.RemoteFunctions.ReviveAnimation.OnClientInvoke(bodyPartsLocationTable, lastBranch)
local respawnPosition = player.Character.Torso.CFrame
for i =... |
code instruction:
--[=[
Maps a number from one range to another.
:::note
Note the mapped value can be outside of the initial range,
which is very useful for linear interpolation.
:::
```lua
print(Math.map(0.1, 0, 1, 1, 0)) --> 0.9
```
@param num number
@param min0 number
@param max0 number
@param min1 nu... |
important code input to explain step by step:
-- constants
local PLAYER = Players.LocalPlayer
local ELECTROCUTE_AMOUNT = 2
local VELOCITY_AMOUNT = 10
return function(character)
local effects = character.Effects
local parts = {}
for _, v in pairs(character:GetChildren()) do
if v:IsA("BasePart") and v.Transparen... |
Start by breaking down the code basically step by step:
-------------------------
function DoorClose()
if Shaft00.MetalDoor.CanCollide == false then
Shaft00.MetalDoor.CanCollide = true
while Shaft00.MetalDoor.Transparency > 0.0 do
Shaft00.MetalDoor.Transparency = Shaft00.MetalDoor.Transparency - 0.1
wait(0.0... |
important code input to explain step by step:
---[[ Chat Behaviour Settings ]]
module.WindowDraggable = true
module.WindowResizable = true
module.ShowChannelsBar = false
module.GamepadNavigationEnabled = false
module.ShowUserOwnFilteredMessage = true --Show a user the filtered version of their message rather than the o... |
code to explain:
--Obj
local Frame
local SpawnNPC = {}
function SpawnNPC:Setup(UI)
Frame = UI
Frame.Button.MouseButton1Down:Connect(function()
self.Services.AnimalService.SpawnNPC:Fire()
end)
end
return SpawnNPC
step by step breakdown/explanation:
## Breakdown
The provided code defines a Lua module named `S... |
query code to breakdown:
--[[Drivetrain]]
Tune.Config = "AWD" --"FWD" , "RWD" , "AWD"
--Differential Settings
Tune.FDiffSlipThres = 20 -- 1 - 100% (Max threshold of applying full lock determined by deviation from avg speed)
Tune.FDiffLockThres = 30 -- 0 - 100% (0 - Bias toward slower wheel, 100 - Bias toward fas... |
Subsets and Splits
No community queries yet
The top public SQL queries from the community will appear here once available.