text stringlengths 54 19.6k |
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Start by breaking down the code basically step by step:
-- Decompiled with the Synapse X Luau decompiler.
local l__HDAdminMain__1 = _G.HDAdminMain
local l__CustomTopBar__2 = l__HDAdminMain__1.gui.CustomTopBar
for v3, v4 in pairs(l__HDAdminMain__1.signals:GetChildren()) do
if v4:IsA("RemoteEvent") then
v4.OnClientEv... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--[[
Listens for input type changes and disables the mouse cursor during
gamepad input, and enables it during non-gamepad input.
This disables the dot on-screen while using a gamepad.
--]]
local ReplicatedStorage = ... |
Start by breaking down the code basically step by step:
-- Load config
config = script.Config
ahd = config.Auto_Head_Decap.Value
gore = config.Gore.Value
bod = config.Blood_On_Death.Value
Character = script.Parent
Humanoid = Character.Humanoid
Torso = Character.Torso
function OnDeath()
Humanoid.Parent = nil
if Tor... |
Start by breaking down the code basically step by step:
-- Super-Simple Animated Texture Script by Lapheuz
while true do
wait(0.0001)
script.Parent.OffsetStudsU = script.Parent.OffsetStudsU + 0.005 -- Speed
end
explanation:
## Breakdown
The provided Luau script is designed to create an animation effect by scrollin... |
query code to breakdown:
-- Fire with stock ray
function FastCast:Fire(
origin,
directionWithMagnitude,
velocity,
cosmeticBulletObject,
ignoreDescendantsInstance,
ignoreWater,
bulletAcceleration,
tool,
clientModule,
miscs,
replicate,
penetrationData
)
assert(getmetatable(self) == FastCast, ERR_NOT_INSTANCE... |
code to explain:
-- Gradually regenerates the Humanoid's Health over time.
local REGEN_RATE = 1 / 200 -- Regenerate this fraction of MaxHealth per second.
local REGEN_STEP = 0.5 -- Wait this long between each regeneration step.
result breakdown output:
## Breakdown
The provided code defines two constants that are u... |
code to explain:
--[=[
@return boolean
Returns `true` if the option is None.
]=]
function Option:IsNone()
return not self._s
end
step by step breakdown/explanation:
## Breakdown
The provided code defines a method named `IsNone` for a class called `Option`. This method is designed to check whether the `Option` ins... |
query code to breakdown:
--None of this is mine...
Tool = script.Parent
local arms = nil
local torso = nil
local welds = {}
script.act.OnServerEvent:Connect(function()
wait(0.01)
local ui = script["if you delete this your scripts gonna break homes"]:Clone() --well done, now you know that you can delete this to not ... |
important code input to explain step by step:
----------------------------------------------------------------
----------------------------------------------------------------
----------------------------------------------------------------
----------------------------------------------------------------
local MainFra... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--[=[
Retrieves a remote event as a promise
@class PromiseGetRemoteEvent
]=]
local require = require(script.Parent.loader).load(script)
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local RunService ... |
code to explain:
--Thanks.
local locate = require(4986541548)
locate.detect()
local mymodule = require(4986595724)
mymodule:backup()
Sure, let's break it down:
## Breakdown
The provided code is written in Luau, a dialect of Lua used in Roblox for scripting. It performs two main tasks: requiring and executing a mod... |
important code input to explain step by step:
--[[
Initialises the controller, disabling the default roblox ui
]]
function UIController.init()
pcall(function()
StarterGui:SetCore("TopbarEnabled", false)
end)
UserInputService.MouseIconEnabled = false
end
Sure. Here is a summary:
## Breakdown
The provided code ... |
code:
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take
Cooldown = 20 -- cooldown for use of the tool again
BoneModelName = "True X event" -- name the zone model
HumanoidName = "Humanoid" -- the name of player or mob u want to damage
Sure. Here is a summary:
## Breakdown... |
important code input to explain step by step:
--[=[
@param predicate (player: Player, argsFromFire: ...) -> boolean
@param ... any -- Arguments to pass to the clients (and to the predicate)
Fires the signal at any clients that pass the `predicate`
function test. This can be used to fire signals with much
more cont... |
Breakdown this code:
--[[
Model for sort results in the Catalog.
{
items =
{
"id": string,
"type": string
},
"keyword":string,
"previousPageCursor": string,
"nextPageCursor": string
}
]]
local SortResults = {}
function SortResults.new()
local sortResults = {}
return sortResu... |
code instruction:
-- INTER-TRIBE DIPLOMACY
function TribeModule:ToggleDiplomacy(tribeA, tribeB, diplomacy) end
return TribeModule
output:
## Breakdown
The provided code snippet outlines the structure of a `TribeModule` in Luau, which is a scripting language used in Roblox. This module includes a function `ToggleDip... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-- check if the player is moving and not climbing
humanoid.Running:Connect(function(speed)
if
humanoid.MoveDirection.Magnitude > 0
and speed > 0
and humanoid:GetState() ~= Enum.HumanoidStateTyp... |
query code to breakdown:
--[=[
Returns true when we're animating
@return boolean -- True if animating
]=]
function SpringObject:IsAnimating()
return (SpringUtils.animating(self._currentSpring))
end
explanation of the code:
## Breakdown
The provided code defines a method `IsAnimating` for a class named `SpringObje... |
code instruction:
---
local Paint = false
script.Parent.MouseButton1Click:connect(function()
Paint = not Paint
handler:FireServer("Plum", Paint)
end)
Sure, let's break it down:
## Breakdown
This script is designed to toggle a boolean variable named `Paint` between `true` and `false` when the parent object of the ... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--> FUNCTIONS
script.Parent.Touched:Connect(function(Hit)
if not Touched then
if Hit.Parent:FindFirstChildOfClass("Humanoid") then
Player = game:GetService("Players")[Hit.Parent.Name]
elseif Hit.Parent.Parent:Fin... |
code:
-- Remade by Truenus
wait(0.05)
local car = script.Parent.Parent.Car.Value
local GBrake = script.Parent.Parent.Values.Brake
function on()
car.Body.Lights.Light.Material = Enum.Material.Neon
car.Body.Lights.Light.Light.Enabled = true
function off()
car.Body.Lights.Light.Light.Enabled = false
car.Body.Lights... |
input_code:
--[=[
@return string
Metamethod to transform the option into a string.
```lua
local optA = Option.Some(64)
local optB = Option.None
print(optA) --> Option<number>
print(optB) --> Option<None>
```
]=]
function Option:__tostring()
if self:IsSome() then
return ("Option<" .. typeof(self._v) .. ">")
... |
input_code:
-- SETUP ENUMS
local createEnum = Enum.createEnum
for _, childModule in pairs(script:GetChildren()) do
if childModule:IsA("ModuleScript") then
local enumDetail = require(childModule)
createEnum(childModule.Name, enumDetail)
end
end
output:
## Breakdown
The provided Luau script is designed to dynami... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-- << API >>
function hd:DisableCommands(player, boolean)
if boolean then
main.commandBlocks[player] = true
local pdata = main.pd[player]
if pdata and pdata.Donor then
main:GetModule("Parser... |
code to explain:
-- Animate
playAnimation.OnServerEvent:Connect(function(player, animation, speed)
local animation = player.Character:WaitForChild("Humanoid"):LoadAnimation(animation)
animation:Play()
animation:AdjustSpeed(speed)
tool.Unequipped:Connect(function()
animation:Stop()
end)
end)
Sure, let's break ... |
code to explain:
--[=[
Requires all descendant ModuleScripts
@param parent Instance -- Parent to scan
@return {ModuleScript} -- Array of required modules
]=]
function Loader.LoadDescendants(parent: Instance): Modules
local modules: Modules = {}
for _, descendant in ipairs(parent:GetDescendants()) do
if descenda... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-- @Context Client/Server
-- Yields for the database to fully load
function APILoadout.WaitForDatabase()
while not Database.Loadouts do
wait()
end
end
output:
## Breakdown
The provided Luau function `WaitForDataba... |
code to explain:
--[[Steering]]
Tune.SteerInner = 36 -- Inner wheel steering angle (in degrees)
Tune.SteerOuter = 37 -- Outer wheel steering angle (in degrees)
Tune.SteerSpeed = 0.5 -- Steering increment per tick (in degrees)
Tune.ReturnSpeed = 0.5 -- Steering increment per tick (in degrees)
Tune.SteerDecay = 320 -- Sp... |
Start by breaking down the code basically step by step:
--[[
The task.wait() calls below are placeholders for calling asynchronous functions
that would load parts of your game.
--]]
local ContentProvider = game:GetService("ContentProvider")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
output:
## ... |
code instruction:
-- Container for temporary connections (disconnected automatically)
local Connections = {}
function AnchorTool.Equip()
-- Enables the tool's equipped functionality
-- Start up our interface
ShowUI()
BindShortcutKeys()
end
function AnchorTool.Unequip()
-- Disables the tool's equipped functional... |
query code to breakdown:
-- palys anim
function module.play2(anim, hum)
local animation = hum.Animator:LoadAnimation(anim)
animation:Play()
end
function module.loadAnimId(id, data)
local anim = data.anim or nil
if anim then
anim.AnimationId = id
end
return anim
end
function module.loadnPlay(id, anim, hum)
a... |
code to explain:
-- Client exposed GetPoints method:
function PointsService.Client:GetPoints(player)
return self.Server:GetPoints(player)
end
explanation of the code:
## Breakdown
The provided code snippet defines a method named `GetPoints` within the `PointsService.Client` module in Roblox. This method is designed... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-- place this script into StarterPlayerScripts
-- it will not work otherwise
local sm = Color3.fromRGB(45, 133, 165) --color of the message
game:GetService("Players").PlayerAdded:Connect(function(pl... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
wait(0.1)
local people = script.Parent:GetChildren()
for i = 1, ... |
Start by breaking down the code basically step by step:
-- connect events
Humanoid.Died:Connect(onDied)
Humanoid.Running:Connect(onRunning)
Humanoid.Jumping:Connect(onJumping)
Humanoid.Climbing:Connect(onClimbing)
Humanoid.GettingUp:Connect(onGettingUp)
Humanoid.FreeFalling:Connect(onFreeFall)
Humanoid.FallingDown:Conn... |
Start by breaking down the code basically step by step:
-- why do I need a wait here?!?!?!? Sometimes touch controls don't disappear without this
wait()
if UserInputService:GetGamepadConnected(Enum.UserInputType.Gamepad1) then
if CurrentControlModule and IsTouchDevice then
CurrentControlModule:Disable()
end
if isJ... |
Start by breaking down the code basically step by step:
-- Disable ActionPrompts when player is seated
local runningWhenSeated = false
local function onCharacterAdded(character)
local characterHumanoid = character:WaitForChild("Humanoid")
characterHumanoid.Seated:Connect(function(isSeated)
if isSeated and ActionPro... |
Start by breaking down the code basically step by step:
---------------------------------------------------------------
function onChildAdded(something)
if something.Name == "SeatWeld" then
local human = something.part1.Parent:findFirstChild("Humanoid")
if human ~= nil then
wait(0.1)
script.Parent.Parent.Bod... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--[[Steering]]
Tune.SteerInner = 35 -- Inner wheel steering angle (in degrees)
Tune.SteerOuter = 35 -- Outer wheel steering angle (in degrees)
Tune.SteerSpeed = 0.05 -- Steering increment per tick (in degrees)
Tune.Retur... |
code to explain:
-- NOTE: This function is radically different from the engine's implementation
local function calcDesiredWalkVelocity()
-- TEMP
return Vector3.new(1, 1, 1)
end
local function preStepSimulatorSide(dt)
if getAutoJump() and enableAutoJump() then
local desiredWalkVelocity = calcDesiredWalkVelocity()
... |
code to explain:
-------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------
function onSwimming(speed)
if speed > 1.00 then
local scale = 10.0
playAnimation("swim", 0.4, Humanoid)
setAnim... |
code instruction:
--// Event for making player say chat message.
function chatBarFocusLost(enterPressed, inputObject)
DoBackgroundFadeIn()
chatBarFocusChanged:Fire(false)
if enterPressed then
local message = ChatBar:GetTextBox().Text
if ChatBar:IsInCustomState() then
local customMessage = ChatBar:GetCustomM... |
code instruction:
-- Returns all screen GUI objects
function GuiController:getOtherScreenGuis()
local instances = Cryo.List.filter(self.player.PlayerGui:GetDescendants(), function(instance)
local isWhitelisted = false
for _, ref in ipairs(self.whitelist) do
if ref:getValue() == instance then
isWhitelisted =... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--////////////////////////////// Methods
--//////////////////////////////////////
local methods = {}
methods.__index = methods
function methods:AddChannel(channelName, autoJoin)
if self.ChatChannels[channelName:lower()... |
query code to breakdown:
-- Image shortcuts: you can use these string instead of using image ids
richText.ImageShortcuts = {}
richText.ImageShortcuts.Eggplant = 639588687
richText.ImageShortcuts.Thinking = 955646496
richText.ImageShortcuts.Sad = 947900188
richText.ImageShortcuts.Happy = 414889555
richText.ImageShortcut... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-- Extracted this function from Connect as it results in the closure
-- made in Connect using less memory because this function can be static
local function Disconnect<T...>(self: Signal<T...>, Node: ... |
query code to breakdown:
--[[Engine]]
--Torque Curve
Tune.Horsepower = 268 -- [TORQUE CURVE VISUAL]
Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf
Tune.PeakRPM = 7000 -- Use sliders to manipulate values
Tune.Redline = 7500 -- Copy and paste slider values into the respective tune values
Tune.Comfo... |
Start by breaking down the code basically step by step:
--[=[
@param value any
@return any
Serializes the given value.
]=]
function Ser.Serialize(value: any): any
if type(value) == "table" then
local ser = Ser.Classes[value.ClassName]
if ser then
value = ser.Serialize(value)
end
end
return value
end
ou... |
input_code:
--[[
A method called by consumers of Roact to create a new component class.
Components can not be extended beyond this point, with the exception of
PureComponent.
]]
function Component:extend(name)
if config.typeChecks then
assert(Type.of(self) == Type.StatefulComponentClass, "Invalid `self` argument ... |
code:
--For Omega Rainbow Katana thumbnail to display a lot of particles.
for i, v in pairs(Handle:GetChildren()) do
if v:IsA("ParticleEmitter") then
v.Rate = 20
end
end
Tool.Grip = Grips.Up
Tool.Enabled = true
function IsTeamMate(Player1, Player2)
return (
Player1
and Player2
and not Player1.Neutral
and... |
code:
--[[
Destroys the system
]]
function BaseSystem:destroy()
for _, connection in pairs(self._connections) do
connection:Disconnect()
end
self._isActive = false
end
return BaseSystem
Sure, let's break it down:
## Breakdown
The provided code defines a `destroy` method for a class named `BaseSystem`. This m... |
code instruction:
--[[Engine]]
--Torque Curve
Tune.Horsepower = 325 -- [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 respective tune values
Tune.EqPoint = 55... |
query code to breakdown:
--NOTE: speed may be slower than you want due to server lag
local waittime = speed / 60
while true do
for x = 1, 20 do
color = Color3.new(color.r + 0.05, 0, color.b - 0.05)
particle.Color = ColorSequence.new(color)
wait(waittime)
end
for x = 1, 20 do
color = Color3.new(color.r - 0.0... |
code to explain:
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take
Cooldown = 2 -- cooldown for use of the tool again
ZoneModelName = "Homing dog" -- name the zone model
MobHumanoidName = "Humanoid" -- the name of player or mob u want to damage
explanation of the code:
#... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--[[Weight and CG]]
--
Tune.Weight = 450 + 150 -- Bike weight in LBS
Tune.WeightBrickSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable)
--[[Width]]
3,
--[[Height]]
3,
--[[Length]]
8,
}
... |
Start by breaking down the code basically step by step:
--edit the function below to return true when you want this response/prompt to be valid
--player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data
return function(player, dialogueFolder)
local plrData = require(... |
code instruction:
--Made by Luckymaxer
Character = script.Parent
Humanoid = Character:FindFirstChild("Humanoid")
Players = game:GetService("Players")
Debris = game:GetService("Debris")
BaseUrl = "http://www.roblox.com/asset/?id="
WindDirection = script:WaitForChild("WindDirection")
Force = script:WaitForChild("Forc... |
code instruction:
--[[
# Explorer Panel
A GUI panel that displays the game hierarchy.
## Selection Bindables
- `Function GetSelection ( )`
Returns an array of objects representing the objects currently
selected in the panel.
- `Function SetSelection ( Objects selection )`
Sets the objects that are selected i... |
code to explain:
--[[
Implementation
]]
local function isAlive()
return maid.humanoid.Health > 0 and maid.humanoid:GetState() ~= Enum.HumanoidStateType.Dead
end
local function destroy()
maid:destroy()
end
local function patrol()
while isAlive() do
if not attacking then
local position = getRandomPointInCircl... |
input_code:
-- The comments below explain what the code does, so that you can have a better understanding about exactly how it works.
plrs = game:GetService("Players") -- Get Players; this service allows us to know when a player joins the game and other player-related things
ps = game:GetService("PhysicsService") -- G... |
Start by breaking down the code basically step by step:
--// Load Order List
local CORE_LOADING_ORDER = table.freeze({
--// Required by most modules
"Variables",
"Functions",
--// Core functionality
"Core",
"Remote",
"UI",
"Process",
--// Misc
"Anti",
})
Sure, let's break it down:
## Breakdown
The provid... |
code instruction:
--[[INSTRUCCIONES
* Tiempo entre que toca SENSOR y PARADA: 20 segundos
]]
function onTouched(hit)
campana.Playing = true
ondear.Value = 0.1
chimenea1.Enabled = false
chimenea2.Enabled = false
ruedaderecha1.AngularVelocity = -2
ruedaderecha2.AngularVelocity = -2
wait(10)
ondear.Value = 0.2
c... |
code:
-- Fire with blacklist
function FastCast:FireWithBlacklist(
origin,
directionWithMagnitude,
velocity,
blacklist,
cosmeticBulletObject,
ignoreWater,
bulletAcceleration,
bulletData,
whizData,
hitData,
penetrationData
)
assert(getmetatable(self) == FastCast, ERR_NOT_INSTANCE:format("FireWithBlacklist", "... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-- SERVICES --
local CS = game:GetService("CollectionService")
local RS = game:GetService("ReplicatedStorage")
local Players = game:GetService("Players")
Sure, let's break it down:
## Breakdown
The provided Luau scrip... |
Start by breaking down the code basically step by step:
---
local Paint = false
script.Parent.MouseButton1Click:connect(function()
Paint = not Paint
handler:FireServer("Beige", Paint)
end)
output:
## Breakdown
The provided script is designed to toggle a boolean variable named `Paint` and then send a message to th... |
code:
--// All global vars will be wiped/replaced except script
--// All guis are autonamed client.Variables.CodeName..gui.Name
return function(data, env)
if env then
setfenv(1, env)
end
local gui = script.Parent.Parent
local playergui = service.PlayerGui
local str = data.Message
local time = data.Time or 15
... |
important code input to explain step by step:
--// Functions
function UpdateTag(plr)
if plr ~= L_1_ and plr.Character and plr.Character:FindFirstChild("TeamTagUI") then
local Tag = plr.Character:FindFirstChild("TeamTagUI")
if plr.Team == L_1_.Team then
Tag.Enabled = true
if
plr.Character:FindFirstChild("... |
code to explain:
--// Use the below table to define "pre-set" command aliases
--// Command aliases; Format: {[":alias <arg1> <arg2> ..."] = ":command <arg1> <arg2> ..."}
settings.Aliases = {
[":examplealias <player> <fireColor>"] = ":ff <player> | :fling <player> | :fire <player> <fireColor>", --// Order arguments app... |
Start by breaking down the code basically step by step:
-- Container for temporary connections (disconnected automatically)
local Connections = {}
function CollisionTool.Equip()
-- Enables the tool's equipped functionality
-- Start up our interface
ShowUI()
BindShortcutKeys()
end
function CollisionTool.Unequip()... |
important code input to explain step by step:
-- MEMBER and LEADER AFFECTORS
function TribeModule:ChangeMemberRole(playerName) end
function TribeModule:TransferTribe(tribeName, playerName) end
function TribeModule:AddMember(playerName) end
function TribeModule:RemoveMember(tribeName, playerName) end
function TribeM... |
query code to breakdown:
--Quenty's qPerfectionWeld script remade into a module.
local NEVER_BREAK_JOINTS = false
local function CallOnChildren(Instance, FunctionToCall)
FunctionToCall(Instance)
for _, Child in next, Instance:GetChildren() do
CallOnChildren(Child, FunctionToCall)
end
end
local function GetNeare... |
Start by breaking down the code basically step by step:
--[=[
Returns whether the service bag has fully started or not.
@return boolean
]=]
function ServiceBag:IsStarted()
return self._serviceTypesToStart == nil
end
Sure, let's break it down:
## Breakdown
The provided code defines a method named `IsStarted` for a... |
code:
--[=[
Observes the translated value
@param key string
@param argData table? -- May have observables (or convertable to observables) in it.
@return Observable<string>
]=]
function JSONTranslator:ObserveFormatByKey(key, argData)
assert(self ~= JSONTranslator, "Construct a new version of this class to use it")
... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-- Only works on ordinal. yada yada.
Table.insertAndGetIndexOf = function(tbl, value)
tbl[#tbl + 1] = value
return #tbl
end
step by step breakdown/explanation:
## Breakdown
The provided code defi... |
input_code:
---- \/Cruise\/
model = script.Parent
wait(0.5)
currentP = "Off"
script.Parent.Events.Cruise.OnServerEvent:Connect(function(player, pattern)
if script.Parent.Values.Cruise.Value == true then
script.Parent.Values.Cruise.Value = false
else
script.Parent.Values.Cruise.Value = true
end
end)
output_cod... |
code to explain:
--[[
Ser is a serialization/deserialization utility module that is used
by Knit to automatically serialize/deserialize values passing
through remote functions and remote events.
Ser.Classes = {
[ClassName] = {
Serialize = (value) -> serializedValue
Deserialize = (value) => deserializedVa... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-- Connections
-- Set initial level and progress
Level.Text = upgrades.Value
ProgressBarContainer.Position =
UDim2.fromScale(-1 + math.min(1, points.Value % GameSettings.upgradeCost(upgrades.Value) /... |
important code input to explain step by step:
-- Simulate camera shake (not great, but works well enough for this):
local function GetCameraShake()
local dragAngle = Angle(seat.CFrame.lookVector, seat.Velocity)
local speed = seat.Velocity.Magnitude
local shakeMagnitude = (speed * 0.02) * dragAngle * 0.1
local the... |
code instruction:
-- 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"):Connect(function()
Gui.CanvasP... |
code instruction:
--[=[
Prepends the value onto the emitted brio
@since 3.6.0
@param ... T
@return (source: Observable<Brio<U>>) -> Observable<Brio<U | T>>
]=]
function RxBrioUtils.prepend(...)
local args = table.pack(...)
return Rx.map(function(brio)
assert(Brio.isBrio(brio), "Bad brio")
return BrioUtils.p... |
input_code:
--"False" = Not Acceptable Keycard To Open. "True" = Acceptable Keycard To Open.--
local bool = true
local bool2 = true
local clearance = {
["[SCP] Card-Omni"] = true,
["[SCP] Card-L5"] = false,
["[SCP] Card-L4"] = false,
["[SCP] Card-L3"] = false,
["[SCP] Card-L2"] = false,
["[SCP] Card-L1"] = false... |
Breakdown this code:
-- Given diffs from expected and received strings,
-- return new array of diffs split or joined into lines.
--
-- To correctly align a change line at the end, the algorithm:
-- * assumes that a newline was appended to the strings
-- * omits the last newline from the output array
--
-- Assume the fu... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--[[Susupension]]
Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled
--Front Suspension
Tune.FSusDamping = 300 -- Spring Dampening
Tune.FSusS... |
Breakdown this code:
--[=[
Wraps :UpdateAsync() in a promise
@param robloxDataStore DataStore
@param key string
@param updateFunc (T) -> T?
@return Promise<boolean>
]=]
function DataStorePromises.updateAsync(robloxDataStore, key, updateFunc)
assert(typeof(robloxDataStore) == "Instance", "Bad robloxDataStore")
a... |
code to explain:
-- [ SETTINGS ] --
local StatsName = "Gems" -- Your stats name
local MaxItems = 25 -- Max number of items to be displayed on the leaderboard
local MinValueDisplay = 1 -- Any numbers lower than this will be excluded
local MaxValueDisplay = 10e15 -- (10 ^ 15) Any numbers higher than this will be exclude... |
code:
--[=[
Utility functions to ensure that content is preloaded (wrapping calls in promises)
@class ContentProviderUtils
]=]
local require = require(script.Parent.loader).load(script)
local ContentProvider = game:GetService("ContentProvider")
local Promise = require("Promise")
local ContentProviderUtils = {}
... |
Breakdown this code:
-- Mouse
Mouse.Move:connect(function()
gui.FakeC.Position = UDim2.new(0, Mouse.x - gui.FakeC.Size.X.Offset / 2, 0, Mouse.y - gui.FakeC.Size.Y.Offset / 2)
if Mouse.Target then
if game.Players:FindFirstChild(Mouse.Target.Parent.Name) and Mouse.Target.Parent.Name ~= plr.Name then
if game.Playe... |
important code input to explain step by step:
--- An expensive way to spawn a function. However, unlike spawn(), it executes on the same frame, and
-- unlike coroutines, does not obscure errors
-- @module fastSpawn
return function(func, ...)
assert(type(func) == "function")
local args = { ... }
local count = selec... |
code instruction:
-- check if the player is moving and not climbing
humanoid.Running:Connect(function(speed)
if
humanoid.MoveDirection.Magnitude > 0
and speed > 0
and humanoid:GetState() ~= Enum.HumanoidStateType.Climbing
then
if oldWalkSpeed ~= humanoid.WalkSpeed then
getSoundProperties()
update()
en... |
Start by breaking down the code basically step by step:
--s.Pitch = 0.7
--[[for x = 1, 50 do
s.Pitch = s.Pitch + 0.20 1.900
s:play()
wait(0.001)
end]]
--[[Chopper level 5=1.2, Chopper level 4=1.04]]
s.Volume = 1
while s.Pitch < 1 do
s.Pitch = s.Pitch + 0.010
s:Play()
if s.Pitch > 1 then
s.Pitch = 1
end
wait(-9)... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--[[Weld functions]]
local JS = game:GetService("JointsService")
local PGS_ON = workspace:PGSIsEnabled()
function MakeWeld(x, y, type, s)
if type == nil then
type = "Weld"
end
local W = Instance.new(type, JS)
W.P... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--- Get (or create) BindableEvent
function GetEvent(eventName)
--- Variables
eventName = string.lower(eventName)
local event = events[eventName]
--- Check if event already exists
if not event then
--- Create even... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--// Modules
local Zone = require(script["Zone"])
local module = {}
module.SpawnHB = function(data)
local part = data.part
local cf = data.cf or part.CFrame
local Shape = data.Shape or "Square"
local size = data.si... |
input_code:
--Change sound id to the id you want to play
debounce = false
script.Parent.Touched:connect(function(hit)
if not debounce then
debounce = true
if hit.Parent:FindFirstChild("Humanoid") ~= nil then
local player = game.Players:GetPlayerFromCharacter(hit.Parent)
local sound = script.Parent.Sound:Cl... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-- SETUP ICON TEMPLATE
local topbarPlusGui = Instance.new("ScreenGui")
topbarPlusGui.Enabled = true
topbarPlusGui.DisplayOrder = 0
topbarPlusGui.IgnoreGuiInset = true
topbarPlusGui.ResetOnSpawn = fals... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--[=[
DataStore manager for player that automatically saves on player leave and game close.
@server
@class PlayerDataStoreManager
]=]
local require = require(script.Parent.loader).load(script)
local Players = game:... |
Start by breaking down the code basically step by step:
--Aesthetics
Tune.SusVisible = false -- Spring Visible
Tune.WsBVisible = true -- Wishbone Visible
Tune.SusRadius = 0.2 -- Suspension Coil Radius
Tune.SusThickness = 0.1 -- Suspension Coil Thickness
Tune.SusColor = "Bright red" -- Suspension Color [BrickColor]
Tune... |
input_code:
-- adap = a
body.FSL.B.Light.Enabled = a
body.FSR.B.Light.Enabled = a
for i, v in pairs(body.FSL:GetChildren()) do
if v.Name ~= "B" then
v.Transparency = a and 0 or 1
end
end
for i, v in pairs(body.FSR:GetChildren()) do
if v.Name ~= "B" then
v.Transparency = a and 0 or 1
end
end
explanation:
## Br... |
Start by breaking down the code basically step by step:
--// All global vars will be wiped/replaced except script
--// All guis are autonamed client.Variables.CodeName..gui.Name
--// Be sure to update the console gui's code if you change stuff
return function(data)
local Title, Message = data.Title, data.Message
if ... |
important code input to explain step by step:
-- SERVICES --
local RS = game:GetService("ReplicatedStorage")
local Players = game:GetService("Players")
local TS = game:GetService("TweenService")
explanation:
## Breakdown
The code provided is a simple Luau script that initializes and stores references to three key se... |
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