text stringlengths 54 19.6k |
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begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--!strict
--[=[
@function push
@within Array
@param array {T} -- The array to push an element to.
@param ... ...T -- The elements to push.
@return {T} -- The array with the pushed elements.
Ad... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-- originalEndWaypoint is optional, causes the waypoint to tween from that position.
function ClickToMoveDisplay.CreatePathDisplay(wayPoints, originalEndWaypoint)
createPathCount = createPathCount + 1
local trailDots =... |
code:
--Made by Luckymaxer
Tool = script.Parent
Handle = Tool:WaitForChild("Handle")
Players = game:GetService("Players")
Debris = game:GetService("Debris")
UserInputService = game:GetService("UserInputService")
RbxUtility = LoadLibrary("RbxUtility")
Create = RbxUtility.Create
Animations = {
Sit = { Animation = To... |
code to explain:
-- initialize camera shaker object
local camShake = CameraShaker.new(Enum.RenderPriority.Camera.Value, function(shakeCf)
camera.CFrame = camera.CFrame * shakeCf
end)
camShake:Start()
local CameraShake = {}
function CameraShake.ShakeOnce()
if not tool:GetAttribute("CameraShake") then
return
end
... |
code instruction:
-- Wait for tool to load completely
while not (Support.GetDescendantCount(Tool) >= TotalCount) do
wait(0.1)
end
code breakdown:
## Breakdown
The provided code is a Lua script designed to ensure that a tool in Roblox has fully loaded by checking its descendant count against a specified total count.... |
code to explain:
-- Instancing method caching
local vec3 = Vector3.new
local vec2 = Vector2.new
local cframe = CFrame.new
local angles = CFrame.Angles
Sure. Here is a summary:
## Breakdown
The provided code is focused on optimizing the usage of certain constructor and method functions in Roblox's scripting environme... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--[[
Creates a new controller associated with the specified vehicle.
]]
function VehicleSoundComponent.new(model, controller)
local component = {
model = model,
controller = controller,
}
s... |
important code input to explain 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 stuff like hi... |
input_code:
-- Helper function to lazily instantiate a controller if it does not yet exist,
-- disable the active controller if it is different from the on being switched to,
-- and then enable the requested controller. The argument to this function must be
-- a reference to one of the control modules, i.e. Keyboard, G... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--[[
Given a Model in 3D space, this function figures out how far the camera
has to be pushed back to fit the model within the viewport.
Check out this great video demonstrating the implementation... |
Start by breaking down the code basically step by step:
--[[
Create a copy of a list doing a combination filter and map.
If callback returns nil for any item, it is considered filtered from the
list. Any other value is considered the result of the 'map' operation.
]]
function Functional.FilterMap(list, callback)
l... |
code instruction:
--Put in ServerScriptService
game.Players.PlayerAdded:connect(function(player)
player.CharacterAdded:connect(function(character)
script.RagdollClient:Clone().Parent = character
character:WaitForChild("Humanoid").Died:connect(function()
character.UpperTorso:SetNetworkOwner(player)
end)
end... |
important code input to explain step by step:
--[[
Package link auto-generated by Rotriever
]]
local PackageIndex = script.Parent.Parent.Parent._Index
local Package = require(PackageIndex["ExternalEventConnection"]["ExternalEventConnection"])
return Package
Sure, let's break it down:
## Breakdown
The provided cod... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-- 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... |
input_code:
--[[
* Used to print values in error messages.
]]
local function inspect(value, options: InspectOptions?): string
local inspectOptions: InspectOptions = options or { depth = DEFAULT_RECURSIVE_DEPTH }
local depth = inspectOptions.depth or DEFAULT_RECURSIVE_DEPTH
inspectOptions.depth = if depth >= 0 then... |
input_code:
-- 2
module.SortAggregation.PastWeek = 3
module.SortAggregation.PastMonth = 4
module.SortAggregation.AllTime = 5
module.SortType = {}
module.SortType.Relevance = 0
module.SortType.Favorited = 1
module.SortType.Sales = 2
module.SortType.Updated = 3
module.SortType.PriceAsc = 4
module.SortType.PriceDesc = 5
... |
query code to breakdown:
--// This section of code waits until all of the necessary RemoteEvents are found in EventFolder.
--// I have to do some weird stuff since people could potentially already have pre-existing
--// things in a folder with the same name, and they may have different class types.
--// I do the useEve... |
code:
--// wonuf
wait()
local WeldHoldPart = script.Parent.Parent.Part
function weld(c1, c2)
local w = Instance.new("Weld")
w.Part0 = c1
w.Part1 = c2
w.C1 = c2.CFrame:inverse() * c1.CFrame
w.Parent = c1
c2.Anchored = false
end
function scan(obj)
for _, v in pairs(obj:GetChildren()) do
if v:IsA("BasePart") ... |
code:
-- byte stm_byte(Stream S)
-- @S - Stream object to read from
local function stm_byte(S)
local idx = S.index
local bt = S.source:byte(idx, idx)
S.index = idx + 1
return bt
end
<<explaining>>
Of course, here is a step by step summary:
## Breakdown
The provided Lua function `stm_byte` is designed to read a ... |
query code to breakdown:
-- Gradually regenerates the Humanoid's Health over time.
local REGEN_RATE = 1000 / 1000 -- Regenerate this fraction of MaxHealth per second.
local REGEN_STEP = 0.1 -- Wait this long between each regeneration step.
step by step breakdown/explanation:
## Breakdown
The provided code snippet d... |
code:
--Public developer facing functions
function ClickToMove:SetShowPath(value)
ShowPath = value
end
function ClickToMove:GetShowPath()
return ShowPath
end
function ClickToMove:SetWaypointTexture(texture)
ClickToMoveDisplay.SetWaypointTexture(texture)
end
function ClickToMove:GetWaypointTexture()
return ClickT... |
important code input to explain step by step:
---[[ Chat Behaviour Settings ]]
module.WindowDraggable = true
module.WindowResizable = true
module.ShowChannelsBar = false
module.GamepadNavigationEnabled = false
module.AllowMeCommand = false -- Me Command will only be effective when this set to true
module.ShowUserOwnFil... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-- Arms
character.LeftUpperArm.Material = Material
character.RightUpperArm.Material = Material
character.LeftLowerArm.Material = Material
character.RightLowerArm.Material = Material
output_code:
## ... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--[[**
Adds an `Object` to Janitor for later cleanup, where `MethodName` is the key of the method within `Object` which should be called at cleanup time. If the `MethodName` is `true` the `Object` itself will be called ... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
----------------------------------------------------------------------
--------------------[ TWEENJOINT HANDLING ]---------------------------
----------------------------------------------------------... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-- list of account names allowed to go through the door.
permission = { "Februar92", "Lumpizerstoerer" } --Put your friends name's here. You can add more.
function checkOkToLetIn(name)
for i = 1, #p... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
---
local Paint = false
script.Parent.MouseButton1Click:connect(function()
Paint = not Paint
handler:FireServer("Lilac", Paint)
end)
step by step breakdown/explanation:
## Breakdown
The provided... |
query code to breakdown:
-- Darken Functions
local function darkenScreen()
darken.Visible = true
TweenService:Create(darken, Bar_Button_TweenInfo, { BackgroundTransparency = 0.3 }):Play()
end
local function lightenScreen()
TweenService:Create(darken, Bar_Button_TweenInfo, { BackgroundTransparency = 1 }):Play()
tas... |
Breakdown this code:
--[[Engine]]
--Torque Curve
Tune.Horsepower = 670 -- [TORQUE CURVE VISUAL]
Tune.IdleRPM = 800 -- https://www.desmos.com/calculator/2uo3hqwdhf
Tune.PeakRPM = 8000 -- Use sliders to manipulate values
Tune.Redline = 9000 -- Copy and paste slider values into the respective tune values
Tune.EqPoint =... |
Start by breaking down the code basically step by step:
--[[ alexnewtron 2014 ]]
--
local c = {
p = game.Players.LocalPlayer,
h = game.Players.LocalPlayer.Character:findFirstChild("Humanoid"),
debris = game:GetService("Debris"),
c = script:WaitForChild("creator"),
}
function c.r()
for i, v in ipairs(c.h:GetChildre... |
code:
--[[Weight and CG]]
Tune.Weight = 3500 -- Total weight (in pounds)
Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable)
--[[Width]]
6,
--[[Height]]
3.5,
--[[Length]]
14,
}
Tune.WeightDist = 50 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 ... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--[=[
@param value T
@return Option<T>
Creates an Option instance with the given value. Throws an error
if the given value is `nil`.
]=]
function Option.Some(value)
assert(value ~= nil, "Option.Some() value cannot ... |
Breakdown this code:
-- Initialize cached library list
_G.BTLibraryList = _G.BTLibraryList or {}
local LibraryList = _G.BTLibraryList
function GetLibrary(LibraryID)
-- Returns the requested library
-- Parse library ID
local Creator, Name = LibraryID:match(NamePattern)
local VersionRange, Major, Minor, Patch = Lib... |
query code to breakdown:
--[[
Sets the new view, destructing any previous view if it exists, and then creating the specified
new view.
]]
function UIController.setView(view, ...)
coroutine.wrap(function(...)
if not views[view] then
Logger.warn("Tried to set UIController view to ", view, ", but it does not exist... |
code to explain:
--------------------------------------------------------------------------
local _WHEELTUNE = {
--[[
SS6 Presets
[Eco]
WearSpeed = 1,
TargetFriction = .7,
MinFriction = .1,
[Road]
WearSpeed = 2,
TargetFriction = .7,
MinFriction = .1,
[Sport]
WearSpeed = 3,
TargetFriction ... |
Start by breaking down the code basically step by step:
--Stickmasterluke
sp = script.Parent
taseduration = 5
rate = 0.4
local s = Instance.new("Sound")
s.SoundId = "http://www.roblox.com/asset/?id=82277505"
s.Looped = true
if
ypcall(function()
joints = {}
local t = sp:FindFirstChild("Torso")
if t ~= nil the... |
code to explain:
--Motor6D's
local neck = torso.Neck
local leftshoulder = torso["Left Shoulder"]
local rightshoulder = torso["Right Shoulder"]
local lefthip = torso["Left Hip"]
local righthip = torso["Right Hip"]
local root = scp.HumanoidRootPart.RootJoint
code breakdown:
## Breakdown
The provided code snippet defin... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--[=[
Mounts Blend objects into an existing instance.
:::tip
Normally specifying ClassName as a property breaks mounting, since you
can't write to ClassName. However, if you specify ClassName her... |
Breakdown this code:
-- (Giver - 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 = "Snake Eyes"
p.Parent = h
p.Position = hit.Parent:findFirstChild("Head").P... |
Start by breaking down the code basically step by step:
--[[
Plays any relevant status related sound
]]
function VehicleSoundComponent:updateStatus(statusChanged)
if statusChanged.Crashed and statusChanged.Crashed == true then
local crashSound = CarSoundsFolder.Crashed[tonumber(math.random(1, 3))]:Clone()
-- Par... |
code:
-- Percent chance an enemy spawns at a node (max value = 1.0)
GameSettings.EnemySpawnChance = {
Easy = 0.35,
Normal = 0.48,
Hard = 0.65,
}
return GameSettings
Sure, let's break it down:
## Breakdown
The provided code snippet is intended to create and return a configuration table named `GameSettings` in the... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--Public functions
function DataStore:Get(defaultValue, dontAttemptGet)
if dontAttemptGet then
return self.value
end
local backupCount = 0
if not self.haveValue then
while not self.haveValu... |
query code to breakdown:
-- METHODS
function Signal:Fire(...)
for _, connection in pairs(self.connections) do
--connection.Handler(...)
task.spawn(connection.Handler, ...)
end
if self.totalWaiting > 0 then
local packedArgs = table.pack(...)
for waitingId, _ in pairs(self.waiting) do
self.waiting[waitingId... |
important code input to explain step by step:
-- Tools --
function Tools:RotateVector(Vector: Vector3, Rotation: Vector3 | CFrame)
if typeof(Rotation) == "Vector3" then
Rotation = Tools:Vector3ToCFrameAngles(Rotation)
end
local RotatedVector = Rotation:VectorToWorldSpace(Vector)
return RotatedVector
end
functi... |
code instruction:
--[[
Handles the PurchasingSeed stage during the First Time User Experience,
which waits for the player to purchase a seed
--]]
local ServerStorage = game:GetService("ServerStorage")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local FarmManagerServer = require(ServerStorage.Sour... |
important code input to explain step by step:
--[[Transmission]]
Tune.Clutch = true -- Implements a realistic clutch, change to "false" for the chassis to act like AC6.81T.
Tune.TransModes = { "Semi", "Manual", "Auto" } --[[
[Modes]
"Auto" : Automatic shifting
"Semi" : Clutchless manual shifting, dual clutch tr... |
input_code:
----[UPDATE SLIDERS WHEN GUI SIZE X CHANGES]----
local function ResizeSlider()
if PluginGui.AbsoluteSize.X ~= PreviousSizeX then
PreviousSizeX = Plugin.AbsoluteSize.X
for i = 1, #ColorPickers do
UpdateRGBSliders(i)
end
end
end
PluginGui.Changed:Connect(ResizeSlider)
output:
## Breakdown
The pr... |
code to explain:
-- Functions
local function sprint(Type)
if Type == "Begin" then
isSprinting = true
humanoid.WalkSpeed *= 2
elseif Type == "Ended" then
isSprinting = false
humanoid.WalkSpeed = 16
end
end
code breakdown:
## Breakdown
The provided code defines a function named `sprint` that modifies the ... |
code to explain:
--// EDIT THIS SECTION IF DESIRED
local sens = 0.5 --sensitivity (changes Gs too)
local min = 0.15 --min Gs for it to work
local max = 1 --max Gs, will NOT exceed this number
Sure, let's break it down:
## Breakdown
The provided Luau code snippet is defining several configuration variables that ca... |
Breakdown this code:
-- Create smoke for specified part (being destroyed)
local function createSmoke(targetPart)
local pos = Vector3.new(0, 0, 0)
local size = 3
if targetPart:IsA("Model") and targetPart.PrimaryPart then
--local plate = targetPart:FindFirstChild("Plate", true)
local plate = targetPart.PrimaryPart... |
important code input to explain step by step:
--// Renders
local L_161_
L_103_:connect(function()
if L_15_ then
L_156_, L_157_ = L_156_ or 0, L_157_ or 0
if L_159_ == nil or L_158_ == nil then
L_159_ = L_45_.C0
L_158_ = L_45_.C1
end
local L_271_ = (math.sin(L_150_ * L_152_ / 2) * L_151_)
local L_272_... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--!strict
local Sift = script.Parent.Parent
local Util = require(Sift.Util)
Sure, let's break it down:
## Breakdown
The provided Luau script performs the following actions:
1. **Strict Mode Decla... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--/Other
module.EnableLaser = false
module.EnableFlashlight = true
module.InfraRed = false
code breakdown:
## Breakdown
The provided code snippet is written in Luau, a statically-typed version of L... |
query code to breakdown:
--[[
streamable = Streamable.new(parent: Instance, childName: string)
streamable:Observe(handler: (child: Instance, janitor: Janitor) -> void): Connection
streamable:Destroy()
--]]
type StreamableWithInstance = {
Instance: Instance?,
[any]: any,
}
local Janitor = require(script.Parent... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-- Make the object appear when the ProximityPrompt is used
local function effect()
if object then
Prox.Enabled = true
script.Parent.Transparency = 0
object.Transparency = 1
game.Workspace.Lig... |
Start by breaking down the code basically step by step:
-- /**
-- * Class representing one diff tuple.
-- * Attempts to look like a two-element array (which is what this used to be).
-- * @param {number} op Operation, one of: DIFF_DELETE, DIFF_INSERT, DIFF_EQUAL.
-- * @param {string} text Text to be deleted, insert... |
important code input to explain step by step:
-- Represents a CastStateInfo :: https://etithespirit.github.io/FastCastAPIDocs/fastcast-objects/caststateinfo/
export type CastStateInfo = {
UpdateConnection: RBXScriptSignal,
HighFidelityBehavior: number,
HighFidelitySegmentSize: number,
Paused: boolean,
TotalRuntime... |
important code input to explain step by step:
--[=[
@param orElseFn () -> Option
@return Option
If caller has a value, returns itself. Otherwise, returns the
option generated by the `orElseFn` function.
]=]
function Option:OrElse(orElseFn)
if self:IsSome() then
return self
else
local result = orElseFn()
Opt... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
---////==========================================\\\---
--To install the product, group them together with the switch. You can have multiple products installed and be controlled by one switch!--
--Products include, but n... |
Start by breaking down the code basically step by step:
--//Handling//--
SteeringAngle = 40 --{Steering angle in degrees}
SteerSpeed = 0.085 --{.02 being slow, 0.1 being almost instantly}
TiresFront = 2 --{1 = eco, 2 = road, 3 = sport}
TiresRear = 2 --{1 = eco, 2 = road, 3 = sport}
DownforceF = 0 --{[0-5] Provides down... |
Start by breaking down the code basically step by step:
--- Calls the transform function on this argument.
-- The return value(s) from this function are passed to all of the other argument methods.
-- Called automatically at instantiation
function Argument:Transform()
if #self.TransformedValues ~= 0 then
return
end... |
Start by breaking down the code basically step by step:
--plays if your not me
function click()
if master then
Model.Sound:Play()
pet:SetNetworkOwner()
pet.Velocity = Vector3.new(0, 100, 0)
pet:SetNetworkOwnershipAuto()
end
end
Model.ClickDetector.MouseClick:Connect(click)
<<explaining>>
Of course, here is ... |
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.
return {
Name = "run",
Aliases = { ">" },
AutoExec = { 'alias "discard|Run a command and discard the output." replace ${run $1} .* \\"\\"' },
Des... |
important code input to explain step by step:
--[[
Returns the number of itemIds in the local user's inventory
--]]
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local PlayerDataClient = require(ReplicatedStorage.Source.PlayerData.Client)
local PlayerDataKey = require(ReplicatedStorage.Source.Shared... |
code to explain:
--// All global vars will be wiped/replaced except script
return function(data)
local playergui = service.PlayerGui
local localplayer = service.Players.LocalPlayer
local scr = client.UI.Prepare(script.Parent.Parent)
local main = scr.Main
local t1 = main.Title
local t2 = main.Message
local msg =... |
important code input to explain step by step:
--------LEFT DOOR --------
game.Workspace.doorleft.l31.BrickColor = BrickColor.new(1013)
game.Workspace.doorleft.l21.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.pillar.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
result breakdown output:
... |
code:
--[[
Randomly picks a tool type depending on weight, and spawns it in specified position.
]]
local function createRandomToolAtPosition(position)
local randomPick = random:NextInteger(1, 100)
local tool
if randomPick > 92 then
tool = torch:Clone()
elseif randomPick > 80 then
tool = gravityFuel:Clone()
e... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--[[ The Module ]]
--
local BaseCharacterController = require(script.Parent:WaitForChild("BaseCharacterController"))
local TouchThumbstick = setmetatable({}, BaseCharacterController)
TouchThumbstick._... |
code:
-- Functions
local function rayPlane(p, v, o, n)
local r = p - o
local t = -r:Dot(n) / v:Dot(n)
return p + t * v, t
end
<<explaining>>
Of course, here is a step by step summary:
## Breakdown
The provided code defines a function named `rayPlane` that calculates the intersection point and the parameter `t` o... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-- Returns the ancestor that contains a Humanoid, if it exists
local function FindCharacterAncestor(subject)
if subject and subject ~= Workspace then
local humanoid = subject:FindFirstChild("Humano... |
input_code:
--handler:FireServer("playSound",Your sound here)
script.Parent.Values.Gear.Changed:connect(function()
mult = 1
if script.Parent.Values.RPM.Value > 5000 then
shift = 0.2
end
end)
function makeTable(snd, pit, vol)
local tbl = {}
table.insert(tbl, snd)
table.insert(tbl, pit)
table.insert(tbl, vol)
... |
Start by breaking down the code basically step by step:
-- Stopped
wait(2)
while wait(0.1) do
if script.Parent.UpperTorso.Velocity.Magnitude < 25 then
script.Parent.Head.ScreamFall:Stop()
end
end
Sure, let's break it down:
## Breakdown
The provided Luau script is designed to perform a specific sequence of acti... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take
Cooldown = 3 -- cooldown for use of the tool again
ZoneModelName = "Star dust" -- name the zone model
M... |
code:
--[[
PlayerModule - This module requires and instantiates the camera and control modules,
and provides getters for developers to access methods on these singletons without
having to modify Roblox-supplied scripts.
2018 PlayerScripts Update - AllYourBlox
--]]
local PlayerModule = {}
PlayerModule.__index = Pl... |
code instruction:
--// B key, Dome Light
mouse.KeyDown:connect(function(key)
if key == "v" then
veh.Lightbar.middle.Beep:Play()
veh.Lightbar.Remotes.DomeEvent:FireServer(true)
end
end)
step by step breakdown/explanation:
## Breakdown
The provided Luau script is designed to respond to a specific keyboard input ... |
input_code:
--// CONFIGURATIONS
local maxtilt = 5 -- in degrees, how far the body can tilt
local frontenabled = true -- if true, will tilt character forwards/backwards
local frontmultiplier = 0.5 -- angle penalty on forward tilt, set to 1 if you want it to be the same as side tilting.
local stiffness = 8 -- number fro... |
input_code:
--[=[
Rejects the current promise. Utility left for Maid task
]=]
function Promise:Destroy()
self:_reject({}, 0)
end
code breakdown:
## Breakdown
The provided code snippet defines a method named `Destroy` for the `Promise` class. This method is designed to handle the rejection of a promise, specificall... |
query code to breakdown:
--Services
local RunService = game:GetService("RunService")
return function(duration, callback, afterDone)
local startTim = time()
local con
con = RunService.RenderStepped:Connect(function()
local elapsed = time() - startTim
local percentage = elapsed / duration
if percentage >= 1 t... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--[[
local obj = --object or gui or wahtever goes here
local Properties = {}
Properties.Size = UDim2.new()
Tween(obj,Properties,2,true,Enum.EasingStyle.Linear,Enum.EasingDirection.Out,0,false)
--Obj,P... |
query code to breakdown:
--!strict
--[=[
@function map
@within Dictionary
@param dictionary {[K]: V} -- The dictionary to map.
@param mapper (value: V, key: K, dictionary: {[K]: V}) -> (Y?, X?) -- The mapper function.
@return {[X]: Y} -- The mapped dictionary.
Maps the dictionary using the mapper function... |
query code to breakdown:
-- Public Constructors
function TextMaskClass.new(textFrame)
local self = setmetatable({}, TextMaskClass)
self._Maid = Lazy.Utilities.Maid.new()
self._MaskType = MASKS.String
self._MaxLength = 230000
self.Frame = textFrame
init(self)
return self
end
result breakdown output:
## Bre... |
code instruction:
--[[Engine]]
--Torque Curve
Tune.Horsepower = 900 -- [TORQUE CURVE VISUAL]
Tune.IdleRPM = 600 -- 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... |
input_code:
--[[local iceMesh = Instance.new("SpecialMesh", icePart)
iceMesh.Name = "IceMesh"
iceMesh.MeshType = "FileMesh"
iceMesh.MeshId = "http://www.roblox.com/asset/?id=1290033"
iceMesh.Scale = Vector3.new(0.675, 0.675, 0.675)]]
local function DisableMove()
Humanoid.AutoRotate = false
if Humanoid.WalkSpeed ~= 0... |
important code input to explain step by step:
--[=[
Initializes the value as needed
@param parent Instance
@param instanceType string
@param name string
@param defaultValue any?
@return Instance
]=]
function ValueBaseUtils.getOrCreateValue(parent, instanceType, name, defaultValue)
assert(typeof(parent) == "Inst... |
code instruction:
--global functions
ai.Move = function(loc, mustSee, humanoid)
goalHumanoid = humanoid
if goalPos then
goalPos = loc
else
goalPos = loc
Spawn(function()
ai.State = "Tracking"
local lastGoal
local lastTime = time()
while goalPos and ai.Humanoid do
local gp = goalPos
if pcall... |
important code input to explain step by step:
--------BACKLIGHTS--------
game.Workspace.audiencebackleft1.Part1.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.audiencebackleft1.Part2.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.audiencebackleft1.Part3.B... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-- float rd_flt_basic(byte f1..8)
-- @f1..4 - The 4 bytes composing a little endian float
local function rd_flt_basic(f1, f2, f3, f4)
local sign = (-1) ^ bit.rshift(f4, 7)
local exp = bit.rshift(f3,... |
input_code:
-- Create component
local Component = Cheer.CreateComponent("BTDock", View, true)
function Component.Start(Core)
-- Show the view
View.Visible = true
-- Store core API reference
getfenv(1).Core = Core
-- Create selection buttons
local UndoButton = Component.AddSelectionButton(Core.Assets.UndoInacti... |
Breakdown this code:
-------------------------
function onClicked()
R.Function1.Disabled = true
R.Function2.Disabled = false
R.BrickColor = BrickColor.new("Institutional white")
N.Four1.BrickColor = BrickColor.new("Really black")
N.One2.BrickColor = BrickColor.new("Really black")
N.One4.BrickColor = BrickColor.ne... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-- Check if character is there
if script.Owner.Value.Character ~= nil and script.Owner.Value.Character:FindFirstChild("Humanoid") then
-- Listen for invisibility activation
local debounce = false
l... |
query code to breakdown:
-- NOTICE: Player property names do not all match their StarterPlayer equivalents,
-- with the differences noted in the comments on the right
local PLAYER_CAMERA_PROPERTIES = {
"CameraMinZoomDistance",
"CameraMaxZoomDistance",
"CameraMode",
"DevCameraOcclusionMode",
"DevComputerCameraMode"... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-- [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 respecti... |
input_code:
--[[
# 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 in the ... |
Breakdown this code:
-- Ctor
function ActiveCastStatic.new(
caster: Caster,
origin: Vector3,
direction: Vector3,
velocity: Vector3 | number,
castDataPacket: FastCastBehavior
): ActiveCast
if typeof(velocity) == "number" then
velocity = direction.Unit * velocity
end
if castDataPacket.HighFidelitySegmentSize <... |
Breakdown this code:
-- Decompiled with the Synapse X Luau decompiler.
return {
Name = "len",
Aliases = {},
Description = "Returns the length of a comma-separated list",
Group = "DefaultUtil",
Args = { {
Type = "string",
Name = "CSV",
Description = "The comma-separated list",
} },
Run = function(p1, p2)
... |
code to explain:
-- ~60 c/s
game["Run Service"].Stepped:Connect(function()
--Steering
Steering()
--RPM
RPM()
--Update External Values
_IsOn = script.Parent.IsOn.Value
_InControls = script.Parent.ControlsOpen.Value
script.Parent.Values.Gear.Value = _CGear
script.Parent.Values.RPM.Value = _RPM
script.Parent.V... |
important code input to explain step by step:
-- Variables
local damageHeight = getSetting("Damaging height") or 20 -- The height at which the player will start getting damaged at
local lethalHeight = getSetting("Lethal height") or 42 -- The height at which the player will get killed
game:GetService("Players").PlayerA... |
Breakdown this code:
--[[ The Module ]]
--
local BaseCharacterController = {}
BaseCharacterController.__index = BaseCharacterController
function BaseCharacterController.new()
local self = setmetatable({}, BaseCharacterController)
self.enabled = false
self.moveVector = ZERO_VECTOR3
self.moveVectorIsCameraRelative =... |
query code to breakdown:
--!strict
-- ROBLOX deviation: Promote `shared` to an actual unpublished package with a
-- real interface instead of just a bag of loose source code
local Packages = script.Parent
local LuauPolyfill = require(Packages.LuauPolyfill)
type Object = LuauPolyfill.Object
local ReactTypes = require(s... |
code:
--------------| SYSTEM SETTINGS |--------------
Prefix = ";" -- The character you use before every command (e.g. ';jump me').
SplitKey = " " -- The character inbetween command arguments (e.g. setting it to '/' would change ';jump me' to ';jump/me').
BatchKey = "" -- The character inbetween batch commands (e.g. se... |
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