text stringlengths 54 19.6k |
|---|
code:
--[[Susupension]]
Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled
--Front Suspension
Tune.FSusDamping = 500 -- Spring Dampening
Tune.FSusStiffness = 9000 -- Spring Force
Tune.FAntiRoll = 1000 -- Anti-Roll (Gyro Dampening)
Tune.FSusLength = 2 -- Suspen... |
input_code:
-- (Hat Giver Script - Loaded.)
debounce = true
function onTouched(hit)
if hit.Parent:findFirstChild("Humanoid") ~= nil and debounce == true then
debounce = false
h = Instance.new("Hat")
p = Instance.new("Part")
h.Name = "Top Hat"
p.Parent = h
p.Position = hit.Parent:findFirstChild("Head").Po... |
code:
--[[ The Module ]]
--
local MouseLockController = {}
MouseLockController.__index = MouseLockController
function MouseLockController.new()
local self = setmetatable({}, MouseLockController)
self.isMouseLocked = false
self.savedMouseCursor = nil
self.boundKeys = { Enum.KeyCode.LeftShift, Enum.KeyCode.RightShi... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--[[
Called when the watched state changes value.
]]
function class:update(): boolean
for callback in pairs(self._changeListeners) do
coroutine.wrap(callback)()
end
return false
end
<<explaini... |
code instruction:
-------- OMG HAX
r = game:service("RunService")
local damage = 5
local slash_damage = 8
local lunge_damage = 17
sword = script.Parent.Handle
Tool = script.Parent
local SlashSound = Instance.new("Sound")
SlashSound.SoundId = "rbxasset://sounds\\swordslash.wav"
SlashSound.Parent = sword
SlashSound.... |
code:
--Main body parts
local myRoot = script.Parent:WaitForChild("HumanoidRootPart")
local myHuman = script.Parent:WaitForChild("Humanoid")
local upperTorso = script.Parent:WaitForChild("UpperTorso")
Sure. Here is a summary:
## Breakdown
The provided code is written in Luau, a programming language used for scriptin... |
Breakdown this code:
-- When supplied, legacyCameraType is used and cameraMovementMode is ignored (should be nil anyways)
-- Next, if userCameraCreator is passed in, that is used as the cameraCreator
function CameraModule:ActivateCameraController(cameraMovementMode, legacyCameraType)
local newCameraCreator = nil
if ... |
code to explain:
--------------------------------------------
local Signal = {}
Signal.__index = Signal
function Signal.new()
local self = setmetatable({
_bindable = Instance.new("BindableEvent"),
_connections = {},
_args = {},
_threads = 0,
_id = 0,
}, Signal)
return self
end
function Signal.Is(obj)
r... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--Internal Settings--
local fullMag = 30
local spread = 1.1 -- in degrees
local fullauto = true -- shoots all bullets as long as the player is visible (boolean)
local burstamount = 3 -- (only work... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-----------------
--| Variables |--
-----------------
local Tool = script.Parent
local ScytheEquipAnimation = WaitForChild(script, "ScytheEquip2")
local ScytheIdleAnimation = WaitForChild(script, "S... |
code instruction:
--local springStiffness = gravityChange * strutSpring.Stiffness
--local springDamping = math.sqrt( gravityChange ) * strutSpring.Damping
local breakingTorque = 70000 * gravityChange
local steerMax
output_code:
## Breakdown
1. **Commented Out Lines**:
- The code begins with two lines that are com... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-- Setup animation objects
function scriptChildModified(child)
local fileList = animNames[child.Name]
if fileList ~= nil then
configureAnimationSet(child.Name, fileList)
else
if child:isA("StringValue") then
an... |
code instruction:
--- TagHumanoid
function tagHumanoid(humanoid, player)
local creator_tag = Instance.new("ObjectValue")
creator_tag.Value = player
creator_tag.Name = "creator"
creator_tag.Parent = humanoid
end
function untagHumanoid(humanoid)
if humanoid ~= nil then
local tag = humanoid:findFirstChild("creator... |
code to explain:
--RedEgg--
Event.Hitbox.Touched:Connect(function(hit)
if hit.Parent:IsA("Tool") and hit.Parent.Name == ToolRequired1 then
if game.ReplicatedStorage.ItemSwitching.Value == true then
hit.Parent:Destroy()
end
Event.Hitbox.RedGearHint:Destroy()
Event.RedGear.Transparency = 0
Event.Glass.Inse... |
code instruction:
--Changes the size of the part----------
local function ModifyScale(Scale, Plot, Grid, Model)
X, Y, Z = unpack(Scale)
if X == "" or Y == "" or Z == "" then
X = random:NextInteger(1, Plot.Size.X / 5)
Y = random:NextInteger(1, 20)
Z = random:NextInteger(1, Plot.Size.Z / 5)
end
X = math.clamp... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--[=[
Returns a tuple of fail and complete functions which
can be chained into the the next subscription.
```lua
return function(source)
return Observable.new(function(sub)
return source:Subscribe(function(resu... |
code:
--[=[
Converts the string to _privateCamelCase
@param str string
@return string
]=]
function String.toPrivateCase(str: string): string
return "_" .. str:sub(1, 1):lower() .. str:sub(2, #str)
end
result breakdown output:
## Breakdown
The provided code defines a function `String.toPrivateCase` in Roblox Luau... |
code to explain:
-- If you want to know how to retexture a hat, read this: http://www.roblox.com/Forum/ShowPost.aspx?PostID=10502388
debounce = true
function onTouched(hit)
if hit.Parent:findFirstChild("Humanoid") ~= nil and debounce == true then
debounce = false
h = Instance.new("Hat")
p = Instance.new("Part... |
Breakdown this code:
--// Input Connections
L_71_.InputBegan:connect(function(L_229_arg1, L_230_arg2)
if not L_230_arg2 and L_14_ then
if
L_229_arg1.UserInputType == Enum.UserInputType.MouseButton2
and L_21_.CanAim
and not L_51_
and L_14_
and not L_43_
and not L_44_
then
if not L_41_ then
... |
important code input to explain step by step:
--local part2 = Instance.new("Part")
--if Instance.Lock(part2) then
-- Instance.Unlock(part2)
--end
Tool.Equipped:connect(onEquippedLocal)
Tool.Unequipped:connect(onUnequippedLocal)
explanation:
## Breakdown
The provided code is written in Luau, which is the scripting l... |
query code to breakdown:
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take
Cooldown = 2 -- cooldown for use of the tool again
ZoneModelName = "Bullet 3" -- name the zone model
MobHumanoidName = "Humanoid" -- the name of player or mob u want to damage
result breakdown out... |
Breakdown this code:
--vars
local state = "unequipped"
local adsing = sefal
local rstepgun
local savedfov
local currentlyfps = false
offset = CFrame.new()
step by step breakdown/explanation:
## Breakdown
The provided code initializes several variables intended for a shooting mechanism in a Roblox game. Let's break d... |
Breakdown this code:
-- perform the update loop
-- do the R6 update loop
stepped_con = game:GetService("RunService").RenderStepped:Connect(function()
debug.profilebegin("FPS")
swaysize = script.WalkSwayMultiplier.Value
-- checkfirstperson() checks if camera is first person and enables/disables the viewmodel accordi... |
code instruction:
--!strict
local Types = require(script.Parent.Parent.Parent.Types)
return function(excludedPlayers: Types.Array<Player>): Types.PlayerContainer
return { kind = "except", value = excludedPlayers }
end
code breakdown:
## Breakdown
The provided code defines a function in the Lua programming language... |
Start by breaking down the code basically step by step:
-- To change the sound ID of a material, change the 'id' variable.
-- To change the volume, change the volume variable.
-- To change the playback speed of a sound, change the speed variable.
local IDList = {
Air = { id = "rbxassetid://329997777", volume = 0, spe... |
Breakdown this code:
--------AUDIENCE BACK RIGHT--------
game.Workspace.audiencebackright1.Part3.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.audiencebackright1.Part6.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.audiencebackright1.Part9.BrickColor = B... |
code to explain:
--- Skill
repeat
wait()
until game.Players.LocalPlayer.Character
local plr = game.Players.LocalPlayer
local char = plr.Character
local hum = char:WaitForChild("Humanoid")
local Torso = char:WaitForChild("LowerTorso")
local Mouse = plr:GetMouse()
local toggle = false
local Debounce = true
Mouse.KeyDow... |
code instruction:
--[[
These messages are used by Component to help users diagnose when they're
calling setState in inappropriate places.
The indentation may seem odd, but it's necessary to avoid introducing extra
whitespace into the error messages themselves.
]]
local ComponentLifecyclePhase = require(script.Pare... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-- Scenes
while true do
for i, v in pairs(scenes:GetChildren()) do
if looping == false then
return
end
cam.CFrame = v["1"].CFrame
currentTween = tween:Create(cam, TweenInfo.new(10), { CFrame = v["2"].CFrame }... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
------------------------------------------------------------------------
--
-- * used in luaK:patchlistaux(), luaK:concat()
------------------------------------------------------------------------
fun... |
Start by breaking down the code basically step by step:
-- CHARACTER SETTINGS
settings.AntiNoclip = true
settings.AntiSpeed = true
settings.AntiJump = true
settings.AntiNoHRP = true
settings.AntiTeleportation = true
step by step breakdown/explanation:
## Breakdown
The provided code snippet is intended to configure ... |
code instruction:
--[=[
@param obj any
@return boolean
Returns `true` if the given object is a Timer.
]=]
function Timer.Is(obj: any): boolean
return type(obj) == "table" and getmetatable(obj) == Timer
end
function Timer:_startTimer()
local t = self.TimeFunction
local nextTick = t() + self.Interval
self._runHa... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--[[Engine]]
--Torque Curve
Tune.Horsepower = 700 -- [TORQUE CURVE VISUAL]
Tune.IdleRPM = 1400 -- https://www.desmos.com/calculator/2uo3hqwdhf
Tune.PeakRPM = 7500 -- Use sliders to manipulate values... |
Start by breaking down the code basically step by step:
-- Updated 10/14/2014 - Updated to 1.0.3
--- Now handles joints semi-acceptably. May be rather hacky with some joints. :/
local NEVER_BREAK_JOINTS = false -- If you set this to true it will never break joints (this can create some welding issues, but can save stu... |
input_code:
--[[
Applies camera effects while in Dead mode
]]
function CameraStateDead.applyEffects(cameraObjects, targetPart)
TweenService:Create(cameraObjects.blur, TweenInfo.new(2), { Size = cameraObjects.blur.Size + 10 }):Play()
end
return CameraStateDead
result breakdown output:
## Breakdown
The provided cod... |
Start by breaking down the code basically step by step:
--!strict
local startAngle = -60
local endAngle = 60
local function Map(n: number, oldMin: number, oldMax: number, min: number, max: number): number
return (min + ((max - min) * ((n - oldMin) / (oldMax - oldMin))))
end
local function run(LightChanger)
local li... |
code instruction:
--AUTO
function autoSwitchFlaps()
if flaps.Value.Value == true then
if wings.Value.Value == true then
local c = flaps_flex:GetChildren()
local d = flaps_straight:GetChildren()
for i = 1, #c do
c[i].Transparency = 0
end
for i = 1, #d do
d[i].Transparency = 1
end
elseif w... |
code:
-- RocketPropulsion Fields
local TARGET_RADIUS = 150
local MAX_SPEED = 9001
local MAX_TORQUE = Vector3.new(4e6, 4e6, 0)
local MAX_THRUST = 50000
local THRUST_P = 500
local THRUST_D = 50000
local TARGET_OVERSHOOT_DISTANCE = 10000000
local ROCKET_MESH_ID = "http://www.roblox.com/asset/?id=2251534"
local ROCKET_ME... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-- Decompiled with the Synapse X Luau decompiler.
local l__ImageLabel__1 = script.Parent.ImageLabel
local v2 = Random.new()
local l__SizeValue__3 = script.Parent.SizeValue
script.Parent.AnimatedImage... |
code instruction:
-- setting up the correct animation --
local eatingAnimation
if hum.RigType == Enum.HumanoidRigType.R6 then
eatingAnimation = script.Parent.TakeABiteR6
else
eatingAnimation = script.Parent.TakeABiteR15
end
local eatingAnim = hum:LoadAnimation(eatingAnimation)
script.Parent.Activated:connect(functio... |
code instruction:
--- Runs all pending auto exec commands in Registry.AutoExecBuffer
function Registry:FlushAutoExecBuffer()
for _, commandGroup in ipairs(self.AutoExecBuffer) do
for _, command in ipairs(commandGroup) do
self.Cmdr.Dispatcher:EvaluateAndRun(command)
end
end
end
return function(cmdr)
Registry.... |
important code input to explain step by step:
--[[
___ _______ _
/ _ |____/ ___/ / ___ ____ ___ (_)__
/ __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-<
/_/ |_| \___/_//_/\_,_/___/___/_/___/
SecondLogic @ Inspare
]]
local autoscaling = false --Estimates top speed
local UNITS = { --C... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--wait()
local creator = script.Parent:findFirstChild("creator")
local move = script.Parent:findFirstChild("Move")
local active = true
function tagHumanoid(humanoid, creator)
if creator ~= nil then... |
code:
--[=[
Check if the given key is down.
```lua
local w = keyboard:IsKeyDown(Enum.KeyCode.W)
if w then ... end
```
]=]
function Keyboard:IsKeyDown(keyCode: Enum.KeyCode): boolean
return UserInputService:IsKeyDown(keyCode)
end
explanation:
## Breakdown
The provided code defines a function named `IsKeyDown` ... |
Breakdown this code:
------------------------------------------------------------------------
ltime = math.random(400, 5000)
print(ltime)
for i = 1, ltime do
wait()
local bewl = script.Parent:FindFirstChild("Bool")
if bewl then
local ignoreList = {}
local ray = Ray.new(script.Parent.Part8.Position, missile.CFram... |
Start by breaking down the code basically step by step:
--// bolekinds
if game.ServerStorage.ServerData.HasKeys.Value == true then
workspace.Door:Destroy()
end
game.ServerStorage.ServerData.HasKeys.Changed:Connect(function()
if game.ServerStorage.ServerData.HasKeys.Value == true then
if workspace:FindFirstChild("... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--Make the part when touched enable the "ParticleEmitter" inside of it ad then disable it after 1 second
part.Touched:Connect(function(hit)
if hit.Parent:FindFirstChild("Humanoid") then
local emitter = part.ParticleEm... |
code to explain:
-- Profile object:
local Profile = {
--[[
Data = {}, -- [table] -- Loaded once after ProfileStore:LoadProfileAsync() finishes
MetaData = {}, -- [table] -- Updated with every auto-save
GlobalUpdates = GlobalUpdates, -- [GlobalUpdates]
_profile_store = ProfileStore, -- [ProfileStore]
_prof... |
code instruction:
-- Event that fires when new point comes into focus while snapping
local PointSnapped = Core.RbxUtility.CreateSignal()
function StartSnapping()
-- Starts tracking snap points nearest to the mouse
-- Hide any handles or bounding boxes
AttachHandles(nil, true)
BoundingBox.ClearBoundingBox()
-- A... |
code to explain:
-- ANimation
local Sound = script:WaitForChild("Sound")
local Sound1 = script:WaitForChild("Sound1")
local Sound2 = script:WaitForChild("wind")
UIS.InputBegan:Connect(function(Input)
if
Input.UserInputType == Enum.UserInputType.MouseButton1
and Debounce == 1
and Tool.Equip.Value == true
and T... |
code:
-- K is a tunable parameter that changes the shape of the S-curve
-- the larger K is the more straight/linear the curve gets
local k = 0.35
local lowerK = 0.8
local function SCurveTranform(t)
t = math.clamp(t, -1, 1)
if t >= 0 then
return (k * t) / (k - t + 1)
end
return -((lowerK * -t) / (lowerK + t + 1))
... |
code instruction:
--[[~-Fixico-~]]
--
print("Fixico's Scripts")
local isOn = true
function on()
isOn = true
script.Parent.Transparency = 0
script.Parent.CanCollide = true
end
function off()
isOn = false
script.Parent.Transparency = 0.5
script.Parent.CanCollide = true
end
function onClicked()
if isOn == true t... |
query code to breakdown:
--// All global vars will be wiped/replaced except script
--// All guis are autonamed codeName..gui.Name
return function(data)
local player = service.Players.LocalPlayer
local playergui = player.PlayerGui
local gui = script.Parent.Parent
local frame = gui.Frame
local text = gui.Frame.Text... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-- check if Camera is zoomed into first person
local function checkFirstPerson()
toggleViewmodel(
((Camera.Focus.Position - Camera.CFrame.Position).magnitude <= 1) and not Character:GetAttribute("R... |
Start by breaking down the code basically step by step:
--Made by Luckymaxer
Character = script.Parent
Humanoid = Character:FindFirstChild("Humanoid")
BaseColor = BrickColor.new("Bright yellow")
Color = BaseColor.Color
Duration = 15
Classes = {
BasePart = {
BrickColor = BaseColor,
Material = Enum.Material.Plas... |
input_code:
-- REMOTE HANDLER --
Replicate.OnClientEvent:Connect(
function(Action, Hotkey, ...) -- Using ... Allows you to send as many variables as you want
--print(Action)
if script:FindFirstChild(Action) and script:FindFirstChild(Action):IsA("ModuleScript") then -- If the name of a ModuleScript inside this scri... |
code instruction:
-- ROBLOX deviation: Makes urls clickable in the terminal. Not able to support
-- local terminalLink = require(Packages["terminal-link"])
local testResultModule = require(Packages.JestTestResult)
type TestResult = testResultModule.TestResult
local jestTypesModule = require(Packages.JestTypes)
type Co... |
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
return function(data)
local playergui = service.PlayerGui
local localplayer = service.Players.LocalPlayer
local frame = script.Parent.Par... |
code:
--local prolene = Functions.prolene
--local Compress = Functions.Compress
--local defib = Functions.defib
--local o2 = Functions.o2
local Compress_Multi = FunctionsMulti.Compress
local Bandage_Multi = FunctionsMulti.Bandage
local Splint_Multi = FunctionsMulti.Splint
local Epinephrine_Multi = FunctionsMulti.Epine... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
---[[ Fade Out and In Settings ]]
module.ChatWindowBackgroundFadeOutTime = 0 --Chat background will fade out after this many seconds.
module.ChatWindowTextFadeOutTime = 30 --Chat text will fade out af... |
query code to breakdown:
--[[
RecoilSimulator
Description: RecoilSimulator is a component of WeaponRuntimeData.
its purpose is to simulate recoil based on the weapons stats.
]]
local RecoilSimulator = {}
RecoilSimulator.__index = RecoilSimulator
Sure. Here is a summary:
## Breakdown
1. **Comment Block**: The ... |
code:
--RegisterDialogue
--* called when the client discovers a Dialogue. The Interface
--* should provide some way for the user to interact with the
--* dialogue in question. When they interact with it, call the
--* callback and the client will initialize the dialogue
function Interface.RegisterDialogue(dialogue, star... |
input_code:
--
local function toPolar(v)
return math.atan2(v.y, v.x), v.magnitude
end
local function radToDeg(x)
return ((x + math.pi) / (2 * math.pi)) * 360
end
code breakdown:
## Breakdown
The provided Luau code consists of two functions: `toPolar` and `radToDeg`. Each function is designed to perform a specifi... |
code to explain:
--s.Pitch = 0.7
while s.Pitch < 1 do
s.Pitch = s.Pitch + 0.02
s:Play()
if s.Pitch > 1 then
s.Pitch = 1
end
wait(0.001)
end
code breakdown:
## Breakdown
The provided code is a script written in Luau, a dialect of Lua used in Roblox development. The script is designed to gradually increase the ... |
Start by breaking down the code basically step by step:
--[[Brakes]]
Tune.ABSEnabled = true -- Implements ABS
Tune.ABSThreshold = 20 -- Slip speed allowed before ABS starts working (in SPS)
Tune.FBrakeForce = 2800 -- Front brake force
Tune.RBrakeForce = 2200 -- Rear brake force
Tune.PBrakeForce = 4000 -- Handbrake for... |
important code input to explain step by step:
--[[
Fired when state is left
]]
function Transitions.onLeaveFinished(stateMachine, event, from, to, playerComponent)
PlayerFinished.leave(stateMachine, playerComponent)
end
step by step breakdown/explanation:
## Breakdown
The provided code snippet defines a function n... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-- n0opimdumb3 says hi
local function createJointData(attach0, attach1, limits)
assert(attach0)
assert(attach1)
assert(limits)
assert(limits.UpperAngle >= 0)
assert(limits.TwistLowerAngle <= limi... |
code instruction:
-- (VR) Screen effects --------------
function VRBaseCamera:StartFadeFromBlack()
if UserGameSettings.VignetteEnabled == false then
return
end
local VRFade = Lighting:FindFirstChild("VRFade")
if not VRFade then
VRFade = Instance.new("ColorCorrectionEffect")
VRFade.Name = "VRFade"
VRFade.Pa... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--// J Key Or ButtonY, Lights
uis.InputBegan:connect(function(input)
if input.KeyCode == Enum.KeyCode.J or input.KeyCode == Enum.KeyCode.DPadUp then
veh.Lightbar.middle.Beep:Play()
veh.Lightbar.R... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-- Tips
local tipFrame = Instance.new("Frame")
tipFrame.Name = "TipFrame"
tipFrame.BorderSizePixel = 0
tipFrame.AnchorPoint = Vector2.new(0, 0)
tipFrame.Position = UDim2.new(0, 50, 0, 50)
tipFrame.Siz... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-- functions
local function EquipHat(character, hat)
if CUSTOMIZATION.Hats:FindFirstChild(hat) then
local hat = CUSTOMIZATION.Hats[hat]:Clone()
local attach = hat.PrimaryPart
local charAttach = character[attach.N... |
input_code:
-- CONNECTIONS
local iconCreationCount = 0
IconController.iconAdded:Connect(function(icon)
topbarIcons[icon] = true
if IconController.gameTheme then
icon:setTheme(IconController.gameTheme)
end
icon.updated:Connect(function()
local toggleTransitionInfo = icon:get("toggleTransitionInfo")
IconControl... |
Start by breaking down the code basically step by step:
--// Damage Settings
BaseDamage = 100 -- Torso Damage
LimbDamage = 100 -- Arms and Legs
ArmorDamage = 50 -- How much damage is dealt against armor (Name the armor "Armor")
HeadDamage = 100000 -- If you set this to 100, there's a chance the player won't die because... |
important code input to explain step by step:
--This script makes it's child go into the character that touches it.
function InfectCharacter(BPart)
PoisonCheck = BPart.Parent:findFirstChild("KillScript")
if PoisonCheck ~= nil then
return
end
KillScript = script.KillScript:clone()
KillScript.Parent = BPart.Paren... |
code to explain:
--beam.TextureSpeed = math.random(0.05, 0.1)
local tweenInfoA = TweenInfo.new(
loopTimeA, -- Time
Enum.EasingStyle.Quad, -- EasingStyle
Enum.EasingDirection.Out, -- EasingDirection
-1, -- RepeatCount (when less than zero the tween will loop indefinitely)
true, -- Reverses (tween will reverse once... |
code to explain:
-- Visualizes a ray. This will not run if FastCast.VisualizeCasts is false.
function DbgVisualizeSegment(castStartCFrame, castLength)
if FastCast.VisualizeCasts ~= true then
return
end
local adornment = Instance.new("ConeHandleAdornment")
adornment.Adornee = Workspace.Terrain
adornment.CFrame = ... |
Breakdown this code:
-- Binds --
cDetector.MouseHoverEnter:connect(onHoverEnter)
cDetector.MouseHoverLeave:connect(onHoverLeave)
cDetector.MouseClick:connect(onClicked)
<<explaining>>
Of course, here is a step by step summary:
## Breakdown
The provided code is written in Luau, a dialect of Lua used in Roblox for sc... |
important code input to explain step by step:
--//VIPERGUTZ
--//TASER ANIMATIONS
local Tool = script.Parent
local IdleAnimation
local IdleTrack = nil
script.Parent.Equipped:Connect(function(mouse)
local MyCharacter = Tool.Parent
local MyPlayer = game:GetService("Players"):GetPlayerFromCharacter(MyCharacter)
local M... |
Breakdown this code:
--- Sets if activation will free the mouse.
function Cmdr:SetActivationUnlocksMouse(enabled)
self.ActivationUnlocksMouse = enabled
end
explanation:
## Breakdown
The provided code defines a function named `SetActivationUnlocksMouse` within a class or module object referred to as `Cmdr`. This fun... |
Start by breaking down the code basically step by step:
-- Symbol keys:
local KEY_ANCESTORS = Symbol("Ancestors")
local KEY_INST_TO_COMPONENTS = Symbol("InstancesToComponents")
local KEY_LOCK_CONSTRUCT = Symbol("LockConstruct")
local KEY_COMPONENTS = Symbol("Components")
local KEY_TROVE = Symbol("Trove")
local KEY_EXTE... |
code instruction:
--Automatic: DCT
Tune.ShiftUpTime = 0.25 -- Time required to shift into next gear, from a lower gear to a higher one.
Tune.ShiftDnTime = 0.125 -- Time required to shift into next gear, from a higher gear to a lower one.
Tune.FinalDrive = 3.545 -- (Final * Primary) -- Gearing determines top speed and ... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--[=[
Completes the subscription, preventing anything else from being
emitted.
]=]
function Subscription:Complete()
if self._state ~= stateTypes.PENDING then
return
end
self._state = stateTypes.COMPLETE
if self.... |
input_code:
--// Math
local L_90_ = function(L_120_arg1, L_121_arg2, L_122_arg3)
if L_120_arg1 > L_122_arg3 then
return L_122_arg3
elseif L_120_arg1 < L_121_arg2 then
return L_121_arg2
end
return L_120_arg1
end
local L_91_ = L_79_.new(Vector3.new())
L_91_.s = 30
L_91_.d = 0.55
local L_92_ = CFrame.Angles(0, 0... |
Breakdown this code:
-- MasterWeld by Zephyred
-- Works for all types of parts, unions etc.
function WeldPair(x, y)
local weld = Instance.new("Motor6D", x)
weld.Part0 = x
weld.Part1 = y
weld.C1 = y.CFrame:toObjectSpace(x.CFrame)
end
function WeldAll(model, main) -- model can be anything
if model:IsA("BasePart") t... |
code to explain:
-- Variables for objects and vehicle settings
local SettingsFolder = script.Parent.Parent:WaitForChild("Configuration")
local ToolStatus = script.Parent.Parent:WaitForChild("ToolStatus")
local UserInputService = game:GetService("UserInputService")
local VRService = game:GetService("VRService")
local Se... |
query code to breakdown:
--< Variables
local code = script.Parent.Code
local redeem = script.Parent.Redeem
local event = game.ReplicatedStorage.Code
Sure, let's break it down:
## Breakdown
The provided Luau code snippet is designed to define local variables that reference specific objects within a Roblox game envir... |
code to explain:
-- Decompiled with the Synapse X Luau decompiler.
local l__MarketplaceService__1 = game:GetService("MarketplaceService")
local l__LocalPlayer__2 = game.Players.LocalPlayer
local l__ReplicatedStorage__3 = game.ReplicatedStorage
script.Parent.MouseButton1Click:Connect(function()
l__MarketplaceService__... |
code to explain:
-- CONSTANTS
local PI2 = math.pi * 2
local PHI = (1 + math.sqrt(5)) / 2
local RIGHT = Vector3.new(1, 0, 0)
local UP = Vector3.new(0, 1, 0)
local BACK = Vector3.new(0, 0, 1)
local LEFT = Vector3.new(-1, 0, 0)
local DOWN = Vector3.new(0, -1, 0)
local FORWARD = Vector3.new(0, 0, -1)
local CORNERS = {
... |
Start by breaking down the code basically step by step:
--[[
Generates symbols used to denote event handlers when working with the `New`
function.
]]
local Package = script.Parent.Parent
local PubTypes = require(Package.PubTypes)
local function OnEvent(eventName: string): PubTypes.OnEventKey
return {
type = "Sym... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--Insert new value
function module:InsertStat(player, locationName, newValue)
if main.pd[player][locationName] then
table.insert(main.pd[player][locationName], newValue)
main.pd[player].DataToUpd... |
important code input to explain step by step:
--[=[
Gets the screen position of the mouse.
]=]
function Mouse:GetPosition(): Vector2
return UserInputService:GetMouseLocation()
end
Sure, let's break it down:
## Breakdown
The provided code snippet defines a method named `GetPosition` within a class called `Mouse`. T... |
important code input to explain step by step:
--helpfully checks a table for a specific value
local function contains(t, v)
for _, val in pairs(t) do
if val == v then
return true
end
end
return false
end
<<explaining>>
Of course, here is a step by step summary:
## Breakdown
The provided Luau function `cont... |
code:
--[[
___ _______ _
/ _ |____/ ___/ / ___ ____ ___ (_)__
/ __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-<
/_/ |_| \___/_//_/\_,_/___/___/_/___/
SecondLogic @ Inspare
]]
local car = script.Parent.Bike.Value
local cam = workspace.CurrentCamera
local RS = game:GetService("RunServ... |
code to explain:
-----------------------------------------------------------------
game.StarterPlayer.CharacterWalkSpeed = gameRules.NormalWalkSpeed
local function AccessID(SKP_0, SKP_1)
if SKP_0.UserId ~= SKP_1 then
SKP_0:kick("Exploit Protocol")
warn(SKP_0.Name .. " - Potential Exploiter! Case 0-A: Client Trie... |
Start by breaking down the code basically step by step:
--[=[
Returns true if the class is a maid, and false otherwise.
```lua
print(Maid.isMaid(Maid.new())) --> true
print(Maid.isMaid(nil)) --> false
```
@param value any
@return boolean
]=]
function Maid.isMaid(value)
return type(value) == "table" and value.... |
query code to breakdown:
--//Const
local RS = game:GetService("RunService")
function ViewportInit:Init(VP, Selected, CamCFrame)
if not VP then
return
end
VP:ClearAllChildren()
local Obj = Selected:Clone()
if not Obj.PrimaryPart then
for i, v in pairs(Obj:GetChildren()) do
if v:IsA("BasePart") then
O... |
query code to breakdown:
--[[Wheel Alignment]]
--[Don't physically apply alignment to wheels]
--[Values are in degrees]
Tune.FCamber = -5.5
Tune.RCamber = -5
Tune.FToe = 0
Tune.RToe = 0
Sure. Here is a summary:
## Breakdown
The provided code snippet is intended to define a configuration table named `Tune` which hold... |
query code to breakdown:
-- Private Functions
local function tripleProduct(a, b, c)
return b * c:Dot(a) - a * c:Dot(b)
end
local function containsOrigin(self, simplex, direction)
local a = simplex[#simplex]
local ao = -a
if #simplex == 4 then
local b, c, d = simplex[3], simplex[2], simplex[1]
local ab, ac, a... |
Breakdown this code:
--[ LEADERSTATS ]--
game.Players.PlayerAdded:Connect(function(player)
local leaderstats = Instance.new("Folder", player) -- Creates a folder into the player
leaderstats.Name = "leaderstats"
local Clicks = Instance.new("IntValue", leaderstats) -- Creates a value into the folder
Clicks.Name = ... |
code instruction:
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take
Cooldown = 10 -- cooldown for use of the tool again
ZoneModelName = "LB trap" -- name the zone model
MobHumanoidName = "Humanoid" -- the name of player or mob u want to damage
output_code:
## Breakdown
... |
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