text stringlengths 54 19.6k |
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Start by breaking down the code basically step by step:
--// Variables
local L_1_ = game.Players.LocalPlayer
local L_2_ = L_1_.Character
local L_3_ = game.ReplicatedStorage:WaitForChild("ACS_Engine")
local L_4_ = L_3_:WaitForChild("Eventos")
local L_5_ = L_3_:WaitForChild("ServerConfigs")
local L_7_ = L_3_:WaitForChil... |
Start by breaking down the code basically step by step:
--//Despawning\\--
function DestroyCorpseOnDeath(Model)
repeat
wait()
until Model:FindFirstChildOfClass("Humanoid")
local MaybeHuman = Model:FindFirstChildOfClass("Humanoid")
if MaybeHuman then
local HumanFunc
HumanFunc = MaybeHuman.Died:Connect(function... |
Start by breaking down the code basically step by step:
--[=[
Constructs a new Subscription
@param fireCallback function?
@param failCallback function?
@param completeCallback function?
@param onSubscribe () -> MaidTask
@return Subscription
]=]
function Subscription.new(fireCallback, failCallback, completeCallba... |
code instruction:
-- Get the CFrame of the given view with proper view rotations (before any tweening is done):
local function GetViewCFrame(view, rotation)
return seat.CFrame * view.Pivot * rotation * view.Offset
end
Sure. Here is a summary:
## Breakdown
The function `GetViewCFrame` calculates the final CFrame (po... |
code instruction:
--// Init
log("Return init function")
return service.NewProxy({
__call = function(self, data)
log("Begin init")
local remoteName, depsName = string.match(data.Name, "(.*)\\(.*)")
Folder = service.Wrap(data.Folder --[[or folder and folder:Clone()]] or Folder)
setfenv(1, setmetatable({}, { __... |
important code input to explain step by step:
--Made by Luckymaxer
Model = script.Parent
Debris = game:GetService("Debris")
Creator = script:FindFirstChild("Creator")
Tool = script:FindFirstChild("Tool")
FadeRate = 0.025
Rate = (1 / 15)
Removing = false
function DestroyModel()
if Removing then
return
end
Mod... |
code to explain:
-- ================================================================================
-- LOCAL FUNCTIONS
-- ================================================================================
local function exit()
local raceStatus = RaceManager:GetRaceStatus()
if raceStatus == RaceManager.Status.WaitingFo... |
input_code:
-- goro7
local plr = game.Players.LocalPlayer
function update()
-- Calculate scale
local scale = (plr.PlayerGui.MainGui.AbsoluteSize.Y + 2) / script.Parent.Parent.Size.Y.Offset
if scale > 1.5 then
scale = 1.5
end
if scale > 0 then
script.Parent.Scale = scale
end
end
plr.PlayerGui:WaitForChild("... |
code instruction:
--[[
For each point on each line, find the values of the other sequence at that point in time through interpolation
then interpolate between the known value and the learned value
then use that value to create a new keypoint at the time
then build a new sequence using all the keypoints generated... |
code instruction:
--[=[
@param matches {Some: (value: any) -> any, None: () -> any}
@return any
Matches against the option.
```lua
local opt = Option.Some(32)
opt:Match {
Some = function(num) print("Number", num) end,
None = function() print("No value") end,
}
```
]=]
function Option:Match(matches)
local... |
Breakdown this code:
--[[**
creates a union type
@param ... The checks to union
@returns A function that will return true iff the condition is passed
**--]]
function t.union(...)
local checks = { ... }
assert(callbackArray(checks))
return function(value)
for _, check in ipairs(checks) do
if check(valu... |
query code to breakdown:
--[[The local script included in this model can only be used if
1. The weapon is being placed in the players backpack first (i.e. the weapon is in starterpack and moves to player backpack)
OR
2. The weapon is previously welded (weapon can be placed in workspace and picked up then)
]]
repeat
wa... |
query code to breakdown:
------------------------------------------------------------------------
--
-- * used only in luaK:codearith()
------------------------------------------------------------------------
function luaK:constfolding(op, e1, e2)
local r
if not self:isnumeral(e1) or not self:isnumeral(e2) then
ret... |
Start by breaking down the code basically step by step:
--rope.BrickColor = BrickColor.new("Black")
rope.TopSurface = 0
rope.BottomSurface = 0
rope.formFactor = "Symmetric"
rope.Name = "Rope"
rope.CanCollide = false
rope.Anchored = true
local mesh = Instance.new("CylinderMesh")
mesh.Parent = rope
result breakdown out... |
code:
--[=[
Converts a set to a list
@param set table
@return table
]=]
function Set.toList(set)
local list = {}
for value, _ in pairs(set) do
table.insert(list, value)
end
return list
end
explanation:
## Breakdown
The provided code snippet defines a function named `toList` that is part of a module or lib... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-- Called when any relevant values of GameSettings or LocalPlayer change, forcing re-evalulation of
-- current control scheme
function ControlModule:OnComputerMovementModeChange()
local controlModule... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--[[
@class ClientMain
]]
local ReplicatedFirst = game:GetService("ReplicatedFirst")
local packages = ReplicatedFirst:WaitForChild("_SoftShutdownClientPackages")
local SoftShutdownServiceClient = ... |
input_code:
--// This module is for stuff specific to cross server communication
--// NOTE: THIS IS NOT A *CONFIG/USER* PLUGIN! ANYTHING IN THE MAINMODULE PLUGIN FOLDERS IS ALREADY PART OF/LOADED BY THE SCRIPT! DO NOT ADD THEM TO YOUR CONFIG>PLUGINS FOLDER!
return function(Vargs, GetEnv)
local env = GetEnv(nil, { scri... |
code:
-- ================================================================================
-- EVENTS
-- ================================================================================
local buttonDown = Instance.new("BindableEvent")
local buttonUp = Instance.new("BindableEvent")
local changed = Instance.new("BindableEv... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-- If in-game, enable ctrl hotkeys for undoing and redoing
if Mode == "Tool" then
AssignHotkey({ "LeftControl", "Z" }, History.Undo)
AssignHotkey({ "RightControl", "Z" }, History.Undo)
AssignHotkey... |
code instruction:
--Set up teleport arrival.
TeleportService.LocalPlayerArrivedFromTeleport:Connect(function(Gui, Data)
if Data and Data.IsTemporaryServer then
--If it is a temporary server, keep showing the Gui, wait, then teleport back.
Gui.Parent = Players.LocalPlayer:WaitForChild("PlayerGui", 10 ^ 99)
Starte... |
Breakdown this code:
-- ROBLOX TODO: fix PrettyFormat types imports
type PrettyFormatOptions = PrettyFormat_.PrettyFormatOptions
local chalk = require(Packages.ChalkLua)
local getType = require(Packages.JestGetType).getType
local cleanupSemanticModule = require(CurrentModule.CleanupSemantic)
local DIFF_DELETE = clea... |
important code input to explain step by step:
--Sets up touched events for Behaviours
function setupTouchedEvents(character)
local parts = character:GetChildren()
for i = 1, #parts do
if parts[i]:isA("BasePart") then
parts[i].Touched:connect(characterTouchedBrick)
end
end
end
function characterAdded(newChara... |
Start by breaking down the code basically step by step:
--heroking--
local door = script.Parent
local door1 = door.Door1
local door2 = door.Door2
local ret1 = door1.CFrame
local ret2 = door2.CFrame
local spd = script.Parent.Parent.Speed.Value
for i = 1, 58 / (15 * spd) do
wait()
door1.CFrame = door1.CFrame + spd * d... |
Breakdown this code:
-- for debuging animations dont delete
wait()
local rake = script.Parent.Parent
if rake:FindFirstChild("DebugAnimateSource") and rake:FindFirstChild("AnimateSource") then
if script.Debug.Value == true then
rake.DebugAnimateSource.Disabled = false
rake.AnimateSource:Destroy()
else
rake.Debug... |
Breakdown this code:
-- Note: DotProduct check in CoordinateFrame::lookAt() prevents using values within about
-- 8.11 degrees of the +/- Y axis, that's why these limits are currently 80 degrees
local MIN_Y = math.rad(-80)
local MAX_Y = math.rad(80)
local TOUCH_ADJUST_AREA_UP = math.rad(30)
local TOUCH_ADJUST_AREA_DOW... |
important code input to explain step by step:
--Variables
wait()
local NPC = script.Parent
local Humanoid = NPC:FindFirstChildOfClass("Humanoid")
Humanoid.BreakJointsOnDeath = false
local Anim = script.Animation
local DeathAnimation = Humanoid:LoadAnimation(Anim)
local newNPC = NPC:Clone()
local TweenService = game:Get... |
Breakdown this code:
--[[
Assert that our expectation value is not nil
]]
function Expectation:ok()
local result = (self.value ~= nil) == self.successCondition
local message = formatMessage(
self.successCondition,
("Expected value %q to be non-nil"):format(tostring(self.value)),
("Expected value %q to be nil"... |
Breakdown this code:
--[[Transmission]]
Tune.TransModes = { "Auto", "Semi", "Manual" } --[[
[Modes]
"Auto" : Automatic shifting
"Semi" : Clutchless manual shifting, dual clutch transmission
"Manual" : Manual shifting with clutch
>Include within brackets
eg: {"Semi"} or {"Auto", "Manual"}
>Fir... |
input_code:
--// [[ INTRO PLAY HOVER ]] \\--
IntroGui.ButtonFrame.PlayButton.MouseEnter:Connect(function()
IntroGui.ButtonFrame.PlayButton.GreenDot.Visible = true
end)
IntroGui.ButtonFrame.PlayButton.MouseLeave:Connect(function()
IntroGui.ButtonFrame.PlayButton.GreenDot.Visible = false
end)
Sure. Here is a summary:... |
code to explain:
--[[Susupension]]
Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled
--Front Suspension
Tune.FSusDamping = 400 -- Spring Dampening
Tune.FSusStiffness = 17000 -- Spring Force
Tune.FSusLength = 1.9 -- Resting Suspension length (in studs)
Tune.FSu... |
important code input to explain step by step:
--[[Drivetrain]]
Tune.Config = "RWD" --"FWD" , "RWD" , "AWD"
Tune.TorqueVector = 0.5 --AWD ONLY, "-1" has a 100% front bias, "0" has a 50:50 bias, and "1" has a 100% rear bias. Can be any number between that range.
--Differential Settings
Tune.FDiffSlipThres = 50 -- 1 - 10... |
code:
-- Roact
local new = Roact.createElement
local Frame = require(UI:WaitForChild("Frame"))
local ImageLabel = require(UI:WaitForChild("ImageLabel"))
local ImageButton = require(UI:WaitForChild("ImageButton"))
local TextLabel = require(UI:WaitForChild("TextLabel"))
local ItemList = require(script:WaitForChild("ItemL... |
Breakdown this code:
----------------------
for i, plr in pairs(game.Players:GetPlayers()) do
repeat
local userData = storage.LoadData(plr.UserId)
wait(0.5)
if not userData then
end
until userData == true
end
output:
## Breakdown
The provided Luau script is designed to iterate through all players currently... |
important code input to explain step by step:
--////////////////////////////// Methods
--//////////////////////////////////////
local methods = {}
methods.__index = methods
function ReturnToObjectPoolRecursive(instance, objectPool)
local children = instance:GetChildren()
for i = 1, #children do
ReturnToObjectPoolR... |
code instruction:
--[=[
Clones a brio, such that it may be killed without affecting the original
brio.
@param brio Brio<T>
@return Brio<T>
]=]
function BrioUtils.clone(brio)
assert(brio, "Bad brio")
if brio:IsDead() then
return Brio.DEAD
end
local newBrio = Brio.new(brio:GetValue())
newBrio:ToMaid():Give... |
code to explain:
-- ================================================================================
-- LOCAL FUNCTIONS
-- ================================================================================
local function getCheckpointFromPart(part)
for _, checkpoint in pairs(checkpoints) do
if checkpoint.CollisionBody... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-- Functions --
local function playSoundLocal(sId, sParent)
local sound = Instance.new("Sound", sParent)
sound.SoundId = "rbxassetid://" .. sId
sound:Play()
sound:Destroy()
end
local function onClicked(player)
pla... |
Start by breaking down the code basically step by step:
--[[[Default Controls]]
--Peripheral Deadzones
Tune.Peripherals = {
MSteerWidth = 67, -- Mouse steering control width (0 - 100% of screen width)
MSteerDZone = 10, -- Mouse steering deadzone (0 - 100%)
ControlLDZone = 3, -- Controller steering L-deadzone (0 - 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 = false
end
function onClicked()
if isOn == true ... |
Start by breaking down the code basically step by step:
-- Auto saving and issue queue managing:
RunService.Heartbeat:Connect(function()
-- 1) Auto saving: --
local auto_save_list_length = #AutoSaveList
if auto_save_list_length > 0 then
local auto_save_index_speed = SETTINGS.AutoSaveProfiles / auto_save_list_lengt... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--print(script.Parent.F1.Position)
wait(timer)
script.Parent.F2:TweenSize(UDim2.new(15, 0, 0.1, 0))
wait(timer)
script.Parent.F3:TweenSize(UDim2.new(15, 0, 0.1, 0))
wait(timer)
script.Parent.F4:TweenS... |
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("Magenta", Paint)
end)
<<explaining>>
Of course, here is a step by step summary:
##... |
input_code:
-- Bot Open
MainDoor.Touched:Connect(function(hit)
if Door.OpenClosed.Value == "Closed" and DoorReady.Value == "true" then
if hit.Parent:FindFirstChild("Bot") then
hit.Parent.HumanoidRootPart.Anchored = true
BotOpenSound:Play()
Door.OpenClosed.Value = "Open"
DoorReady.Value = "false"
wait... |
Start by breaking down the code basically step by step:
--Settings localized
local Rate = Settings.Rate
local Size = Settings.Size
local Tint = Settings.Tint or Color3.fromRGB(226, 244, 255)
local Fade = Settings.Fade
code breakdown:
## Breakdown
The provided Luau code snippet is responsible for localizing settings ... |
Start by breaking down the code basically step by step:
--[=[
Overwrites a table's value
@param target table -- Target table
@param source table -- Table to read from
@return table -- target
]=]
function Table.deepOverwrite(target, source)
for index, value in pairs(source) do
if type(target[index]) == "table" an... |
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 = 100 -- Spring Dampening
Tune.FSusS... |
input_code:
--------------------
--| Script Logic |--
--------------------
BaseShot = Instance.new("Part")
BaseShot.Name = "Effect"
BaseShot.FormFactor = Enum.FormFactor.Custom
BaseShot.Size = Vector3.new(0.2, 0.2, 3)
BaseShot.CanCollide = false
BaseShot.BrickColor = BrickColor.new("Toothpaste")
SelectionBoxify(BaseSh... |
Breakdown this code:
---------------------------
--Seat Offset (Make copies of this block for passenger seats)
car.DriveSeat.ChildAdded:connect(function(child)
if
child.Name == "SeatWeld"
and child:IsA("Weld")
and game.Players:GetPlayerFromCharacter(child.Part1.Parent) ~= nil
then
child.C0 = CFrame.new(0, 0,... |
important code input to explain step by step:
--[[
Returns a new window component associated with specified model.
]]
function Window.new(model)
local component = {
_model = model,
_state = Constants.State.Window.Normal,
_connections = {},
}
setmetatable(component, { __index = Window })
component._connect... |
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 = 30 -- cooldown for use of the tool again
BoneModelName = "Final attack" -- name the zone mode... |
query code to breakdown:
--==================================================
local function Enabler(Hit)
if Enabled and Hit and Hit.Parent then
local AmmoRefilled = false
local Player = game.Players:GetPlayerFromCharacter(Hit.Parent)
if Player then
for _, GunName in pairs(GunToRefillAmmo) do
local Gun =... |
important code input to explain step by step:
--wait()
Torso = sp.Parent:WaitForChild("Torso")
LeftHip = Torso:WaitForChild("LeftHip")
RightHip = Torso:WaitForChild("RightHip")
function wait(TimeToWait)
if TimeToWait ~= nil then
local TotalTime = 0
TotalTime = TotalTime + game:GetService("RunService").Heartbeat:w... |
important code input to explain step by step:
---Exit function
function module.ExitSeat()
local humanoid = getLocalHumanoid()
if not humanoid then
return false
end
local character = humanoid.Parent
if character.Humanoid.Sit == true then
for _, joint in ipairs(character.HumanoidRootPart:GetJoints()) do
if jo... |
query code to breakdown:
------------
--[[CODE]]
--
------------
local Players = game:GetService("Players")
local RunService = game:GetService("RunService")
local Offset = Vector3.new()
local Player = Players.LocalPlayer
function Update()
local Character = Player.Character --I'll have this here, should the script b... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--- Cleans up all tasks.
-- @alias Destroy
function Maid:DoCleaning()
local tasks = self._tasks
-- Disconnect all events first as we know this is safe
for index, job in pairs(tasks) do
if typeof(job) == "RBXScriptC... |
code instruction:
--[[Susupension]]
Tune.SusEnabled = true -- Sets whether suspension is enabled for PGS
--Front Suspension
Tune.FSusStiffness = 12500 -- Spring Force
Tune.FSusDamping = 650 -- Spring Dampening
Tune.FAntiRoll = 50 -- Anti-Roll (Gyro Dampening)
Tune.FSusLength = 2 -- Resting Suspension length (in studs... |
Start by breaking down the code basically step by step:
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take
Cooldown = 1 -- cooldown for use of the tool again
BoneModelName = "Spear" -- name the zone model
HumanoidName = "Humanoid" -- the name of player or mob u want to dama... |
code instruction:
-- Public Methods
function SliderClass:Get()
local t = self._Spring.x
if self.Inverted then
t = 1 - t
end
return t
end
function SliderClass:Set(value, doTween)
local spring = self._Spring
local newT = math.clamp(value, 0, 1)
if self.Interval > 0 then
newT = math.floor((newT / self.Interv... |
input_code:
--Input
userInputService.InputBegan:connect(function(inputObject, processed)
if not processed then
if inputObject.UserInputType == Enum.UserInputType.MouseButton1 then
plane.Shoot:FireServer(true)
end
end
end)
userInputService.InputEnded:connect(function(inputObject, processed)
if not processed t... |
code:
-- @Return Int
function WeaponRuntimeData:GetCurrentAmmo()
return self.currentAmmo
end
output_code:
## Breakdown
The provided code snippet defines a method named `GetCurrentAmmo` within a class called `WeaponRuntimeData`. This method is designed to return the current ammo count as an integer. Here is a step-b... |
code:
--[[ Touch Events ]]
--
-- On touch devices we need to recreate the guis on character load.
local lastControlState = nil
LocalPlayer.CharacterAdded:connect(function(character)
if ControlState.Current then -- only do this if it wasn't done through CharacterRemoving
lastControlState = ControlState.Current
Cont... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-- RAGDOLL A R6 CHARACTER.
local function getAttachment0(attachmentName, char)
for _, child in next, char:GetChildren() do
local attachment = child:FindFirstChild(attachmentName)
if attachment t... |
input_code:
---
if script.Parent.Parent.Parent.IsOn.Value then
script.Parent.Parent:TweenPosition(
UDim2.new(0, 0, 0, 0),
Enum.EasingDirection.InOut,
Enum.EasingStyle.Quad,
1,
true
)
end
script.Parent.Parent.Parent.IsOn.Changed:connect(function()
if script.Parent.Parent.Parent.IsOn.Value then
script.Par... |
important code input to explain step by step:
--Creates a random droplet on screen
local function CreateDroplet()
--Setup
local stretch = 1 + math.random(15) / 10
local RunAmount = math.random(4)
local Tweens = table.create(RunAmount * 2 + 2)
local TweensLength = 0
local SizeOffset = math.random((Size / 3) * -1... |
code to explain:
--[[Flip]]
function Flip()
--Detect Orientation
if (car.DriveSeat.CFrame * CFrame.Angles(math.pi / 2, 0, 0)).lookVector.y > 0.1 or FlipDB then
FlipWait = tick()
--Apply Flip
else
if tick() - FlipWait >= 3 then
FlipDB = true
local gyro = car.DriveSeat.Flip
gyro.maxTorque = Vector3.ne... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
------------------------------------
function onTouched(part)
if part.Parent ~= nil then
local h = part.Parent:findFirstChild("Humanoid")
if h ~= nil then
local teleportfrom = script.Parent.E... |
important code input to explain step by step:
--[[Susupension]]
Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled
--Front Suspension
Tune.FSusDamping = 1000 -- Spring Dampening
Tune.FSusStiffness = 5000 -- Spring Force
Tune.FSusLength = 3 -- Suspension length ... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
---
local Paint = false
script.Parent.MouseButton1Click:connect(function()
Paint = not Paint
handler:FireServer("Cocoa", Paint)
end)
Sure. Here is a summary:
## Breakdown
The provided script is designed to toggle a... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--Values--
local car = script.Parent.Parent.Car.Value
local FE = workspace.FilteringEnabled
local _Tune = require(car["A-Chassis Tune"])
local Redline = _Tune.Redline
local maxPSI = WasteGatePressure
local totalPSI = 0
l... |
Breakdown this code:
---
local Paint = false
script.Parent.MouseButton1Click:connect(function()
Paint = not Paint
handler:FireServer("Brown", Paint)
end)
step by step breakdown/explanation:
## Breakdown
The provided script is designed to toggle a boolean variable named `Paint` between `true` and `false` when the ... |
Start by breaking down the code basically step by step:
--thank to Sinahi for making the beautiful flag!
--https://www.roblox.com/Wavin-Flag-item?id=440874100
local rbx = "rbxassetid://"
local flagids = {
440821546,
440821646,
440821766,
440822311,
440823132,
440823493,
440823602,
440823734,
440823940,
44082... |
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 Money = require(ga... |
Start by breaking down the code basically step by step:
-- Choose current Touch control module based on settings (user, dev)
-- Returns module (possibly nil) and success code to differentiate returning nil due to error vs Scriptable
function ControlModule:SelectTouchModule(): ({}?, boolean)
if not UserInputService.Tou... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--Key controls
mouse.KeyDown:connect(function(key)
if key == "n" then
-- if screen:FindFirstChild("CarPlay").Visible == true then
if script.Parent.Position == (UDim2.new(1, 0, 0.5, -110)) then
script.Parent:Tween... |
input_code:
---- TWEENZ ----
local function Linear(t, b, c, d)
if t >= d then
return b + c
end
return c * t / d + b
end
local function EaseOutQuad(t, b, c, d)
if t >= d then
return b + c
end
t = t / d
return b - c * t * (t - 2)
end
local function EaseInOutQuad(t, b, c, d)
if t >= d then
return b + c
... |
Breakdown this code:
--Made by Luckymaxer
Camera = game:GetService("Workspace").CurrentCamera
Rate = (1 / 60)
Shake = { Movement = 10, Rate = 0.001 }
local CoordinateFrame = Camera.CoordinateFrame
local Focus = Camera.Focus
while true do
local CameraRotation = Camera.CoordinateFrame - Camera.CoordinateFrame.p
loc... |
code:
-- Decompiled with the Synapse X Luau decompiler.
local v1 = {}
local u1 = {
WindPower = "number",
WindSpeed = "number",
WindDirection = "Vector3",
}
function v1.new(p1, p2)
local v2 = table.create(3)
local v3 = p1:GetAttribute("WindPower")
local v4 = p1:GetAttribute("WindSpeed")
local v5 = p1:GetAttribut... |
Breakdown this code:
-- COLOR SETTINGS
--[[
COLOR PRESETS:
Headlights
- OEM White
- Xenon
- Pure White
- Brilliant Blue
- Light Green
- Golden Yellow
- Bubu's Purple
- Yellow
Indicators
- Light Orange
- Dark Orange
- Yellow
- Red
For custom color use Color3.fromRGB(R, G, B). You can ge... |
important code input to explain step by step:
------------------------------------------------------------------------
--
-- * used in luaK:discharge2anyreg(), luaK:exp2reg()
------------------------------------------------------------------------
function luaK:discharge2reg(fs, e, reg)
self:dischargevars(fs, e)
loca... |
code instruction:
--AzothxD Fog Script. :D
game.Lighting.FogStart = 10
game.Lighting.FogEnd = 60
game.Lighting.FogColor = Color3.new(0, 0, 0)
game.Lighting.TimeOfDay = "00:00"
explanation of the code:
## Breakdown
The provided Luau script configures the lighting settings in a Roblox game environment, specifically f... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--------------------
while true do
-- Every 15 seconds, poll if jeep has turned upside down. If true, then flip back upright.
if vehicleSeatback.CFrame.lookVector.y <= 0.707 then
print("UFO is flipped. Flipping ri... |
query code to breakdown:
--[[
Package link auto-generated by Rotriever
]]
local PackageIndex = script.Parent.Parent.Parent._Index
local Package = require(PackageIndex["JestDiff"]["JestDiff"])
export type Diff = Package.Diff
export type DiffOptions = Package.DiffOptions
export type DiffOptionsColor = Package.DiffOpti... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
------------------------------------------------------------------------
--
-- * used only in (lparser) luaY:subexpr()
------------------------------------------------------------------------
-- table... |
code instruction:
--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(game.ReplicatedStorage.Source.Modules.... |
Breakdown this code:
--[[ Local Constants ]]
--
wait(999999999999999999999)
local UNIT_Z = Vector3.new(0, 0, 1)
local X1_Y0_Z1 = Vector3.new(1, 0, 1) --Note: not a unit vector, used for projecting onto XZ plane
local THUMBSTICK_DEADZONE = 0.2
local DEFAULT_DISTANCE = 12.5 -- Studs
local PORTRAIT_DEFAULT_DISTANCE = 25 ... |
code instruction:
--CHANGE THE NAME, COPY ALL BELOW, AND PAST INTO COMMAND BAR
local TycoonName = "Venom Tycoon"
if game.Workspace:FindFirstChild(TycoonName) then
local s = nil
local bTycoon = game.Workspace:FindFirstChild(TycoonName)
local zTycoon = game.Workspace:FindFirstChild("Zednov's Tycoon Kit")
local new_... |
code:
--[=[
Retrieves group role info for a given rankId
@param groupId number
@param rankId number
@return Promise<table>
]=]
function GroupUtils.promiseGroupRoleInfo(groupId, rankId)
assert(groupId, "Bad groupId")
assert(rankId, "Bad rankId")
return GroupUtils.promiseGroupInfo(groupId):Then(function(groupInf... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--[[ Configuration ]]
local ShowPath = true
local PlayFailureAnimation = true
local UseDirectPath = false
local UseDirectPathForVehicle = true
local AgentSizeIncreaseFactor = 1.0
local UnreachableWaypointTimeout = 8
ex... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--[[ The Module ]]
--
local BaseCamera = require(script.Parent:WaitForChild("BaseCamera"))
local VRBaseCamera = setmetatable({}, BaseCamera)
VRBaseCamera.__index = VRBaseCamera
function VRBaseCamera.... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-- Keyboard
-- Stephen Leitnick
-- October 10, 2021
local Trove = require(script.Parent.Parent.Trove)
local Signal = require(script.Parent.Parent.Signal)
local UserInputService = game:GetService("Us... |
input_code:
--[[
Unpacks an animatable type into an array of numbers.
If the type is not animatable, an empty array will be returned.
]]
local Package = script.Parent.Parent
local Types = require(Package.Types)
local Oklab = require(Package.Colour.Oklab)
local function unpackType(value: Types.Animatable, typeString... |
Breakdown this code:
-- Define the function to toggle the frames and button position
local function toggleFrames()
if frame1.Visible == true and apl.Value == true then
-- If frames are visible, hide them and tween button to closed position
frame1.Closed.Visible = true
game:GetService("TweenService"):Create(frame... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--[[
Calls a callback on `andThen` with specific arguments.
]]
function Promise.prototype:andThenCall(callback, ...)
assert(type(callback) == "function", string.format(ERROR_NON_FUNCTION, "Promise:a... |
Start by breaking down the code basically step by step:
--[[
A dictionary of primary and secondary colors associated with Item Categories.
Used to determine the colors a given item's ListItems should have in a ListSelector
--]]
local ItemCategory = require(script.Parent.ItemCategory)
local ColorTheme = require(scri... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-- Container for temporary connections (disconnected automatically)
local Connections = {}
function ResizeTool.Equip()
-- Enables the tool's equipped functionality
-- Start up our interface
ShowUI()
ShowHandles()
... |
code instruction:
--TUNE
local SpeedType = "MPH" -- MPH or KPH
local car = script.Parent.Parent.Car.Value
local _Tune = require(car["A-Chassis Tune"])
local Values = script.Parent.Parent.Values
local KPH = (10 / 12) * 1.09728
local MPH = (10 / 12) * (60 / 88)
local speed = 0
local Boost = _Tune.Boost
local Red = 0
loc... |
code to explain:
--local ClickerModule = require(343254562)
--local clickEvent = ClickerModule.RemoteEvent
local interactiveParts = {}
local activationDistance = 12
local flushing = false
local water = script.Parent.Parent.Water
local sound = script.Parent.Parent.ToiletBowl.Sound
sound:Play()
wait(0.65)
for i, v in pa... |
Breakdown this code:
-- Local private variables and constants
local UNIT_X = Vector3.new(1, 0, 0)
local UNIT_Y = Vector3.new(0, 1, 0)
local UNIT_Z = Vector3.new(0, 0, 1)
local X1_Y0_Z1 = Vector3.new(1, 0, 1) --Note: not a unit vector, used for projecting onto XZ plane
local ZERO_VECTOR3 = Vector3.new(0, 0, 0)
local ZER... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--Power Rear Wheels
if _Tune.Config == "RWD" or _Tune.Config == "AWD" then
for i, v in pairs(car.Wheels:GetChildren()) do
if v.Name == "RL" or v.Name == "RR" or v.Name == "R" then
table.insert(Drive, v)
end
end
... |
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