text stringlengths 54 19.6k |
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code:
--//Remote Functions\\--
fire.OnServerEvent:Connect(function(player, mouseHit)
local character = player.Character
local humanoid = character:FindFirstChild("Humanoid")
local weaponAccuracy = Vector3.new(
math.random(-accuracy.Value * 2, accuracy.Value * 2),
math.random(-accuracy.Value * 2, accuracy.Value *... |
code instruction:
--Made by Stickmasterluke
local sp = script.Parent
damage = 40
cooldown = 0.30
debris = game:GetService("Debris")
check = true
function waitfor(parent, name)
while true do
local child = parent:FindFirstChild(name)
if child ~= nil then
return child
end
wait()
end
end
local handle = wa... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-- @preconditions: vec should be a unit vector, and 0 < rayLength <= 1000
function RayCast(startPos, vec, rayLength)
local hitObject, hitPos = game.Workspace:FindPartOnRay(Ray.new(startPos + (vec * 0.01), vec * rayLengt... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--This script turns the light on at night and off in in the day!
b = script.Parent
local oh, om = 6, 20 -- Open Time (hours,minutes)
local ch, cm = 17, 45 -- Close Time (hours, minutes)
local l = g... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--[=[
Bootstraps the game by replicating packages to server, client, and
shared.
```lua
local ServerScriptService = game:GetService("ServerScriptService")
local loader = ServerScriptService:Fin... |
important code input to explain step by step:
--Dont mess with any of this
function boop(Player)
if not Player.Backpack:FindFirstChild(Toolname) then
local Tool = game.Lighting[Toolname]:clone()
Tool.Parent = Player.Backpack
end
end
script.Parent.ClickDetector.MouseClick:connect(boop)
function onTouch(obj)
if o... |
code instruction:
--[[Susupension]]
Tune.SusEnabled = true -- Sets whether suspension is enabled for PGS
--Front Suspension
Tune.FSusStiffness = 8500 -- Spring Force
Tune.FSusDamping = 450 -- Spring Dampening
Tune.FAntiRoll = 50 -- Anti-Roll (Gyro Dampening)
Tune.FSusLength = 2 -- Resting Suspension length (in studs)... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-- K is a tunable parameter that changes the shape of the S-curve
-- the larger K is the more straight/linear the curve gets
local k = 0.35
local lowerK = 0.8
local function SCurveTranform(t)
t = CameraUtils.Clamp(-1, 1... |
code instruction:
-- regeneration
while true do
local s = wait(1)
local health = Humanoid.Health
if health > 0 and health < Humanoid.MaxHealth then
health = health + 0.01 * s * Humanoid.MaxHealth
if health * 1.05 < Humanoid.MaxHealth then
Humanoid.Health = health
else
Humanoid.Health = Humanoid.MaxHealth... |
query code to breakdown:
--!strict
--[=[
@function find
@within Array
@param array {T} -- The array to search.
@param value? any -- The value to search for.
@param from? number -- The index to start searching from.
@return number? -- The index of the first item in the array that matches the value.
Finds the in... |
query code to breakdown:
--- Skill
local UIS = game:GetService("UserInputService")
local plr = game.Players.LocalPlayer
local Mouse = plr:GetMouse()
local Debounce = true
Player = game.Players.LocalPlayer
UIS.InputBegan:Connect(function(Input)
if
Input.KeyCode == Enum.KeyCode.E
and Debounce == true
and Tool.Eq... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--DO NOT CHANGE ANYTHING INSIDE OF THIS SCRIPT BESIDES WHAT YOU ARE TOLD TO UNLESS YOU KNOW WHAT YOU'RE DOING OR THE SCRIPT WILL NOT WORK!!
local hitPart = script.Parent
local debounce = true
local to... |
query code to breakdown:
--Made by Luckymaxer
Tool = script.Parent
Handle = Tool:WaitForChild("Handle")
Players = game:GetService("Players")
RunService = game:GetService("RunService")
UserInputService = game:GetService("UserInputService")
Animations = {}
ServerControl = Tool:WaitForChild("ServerControl")
ClientCont... |
code instruction:
--[[
local keyboard = require(this)
METHODS:
(IsDown)
Boolean isDown: keyboard:IsDown(KeyCode key)
EVENTS:
(KeyDown, KeyUp)
keyboard.KeyDown(KeyCode key)
keyboard.KeyUp(KeyCode key)
--]]
assert(game:GetService("RunService"):IsClient(), "Keyboard can only be used fr... |
important code input to explain step by step:
--Tune
OverheatSpeed = 0.05 --How fast the car will overheat
CoolingEfficiency = 0.01 --How fast the car will cool down
RunningTemp = 50 --In degrees
Fan = true --Cooling fan
FanTemp = 90 --At what temperature the cooling fan will activate
FanTempAlpha = 80 --At what tempe... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--------------------------------------------------------------------------------
local Car = script.Parent.Car.Value
local Values = script.Parent.Values
local _Tune = require(Car["A-Chassis Tune"])
local Handler = Car:W... |
query code to breakdown:
-- This function selects the lowest number gamepad from the currently-connected gamepad
-- and sets it as the active gamepad
function Gamepad:GetHighestPriorityGamepad()
local connectedGamepads = UserInputService:GetConnectedGamepads()
local bestGamepad = NONE -- Note that this value is highe... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--[[
Useful for hovering over ui elements
--]]
local UserInputService = game:GetService("UserInputService")
local GuiService = game:GetService("GuiService")
local Hover = {}
Hover.__index = Hover
-- pass the element,... |
code:
--!GENERATED
local Rain = require(script.Rain)
Rain:SetColor(Color3.fromRGB(script.Color.Value.x, script.Color.Value.y, script.Color.Value.z))
Rain:SetDirection(script.Direction.Value)
Rain:SetTransparency(script.Transparency.Value)
Rain:SetSpeedRatio(script.SpeedRatio.Value)
Rain:SetIntensityRatio(script.Inten... |
code instruction:
--[=[
@interface ComponentConfig
@within Component
.Tag string -- CollectionService tag to use
.Ancestors {Instance}? -- Optional array of ancestors in which components will be started
.Extensions {Extension}? -- Optional array of extension objects
Component configuration passed to `Component.n... |
query code to breakdown:
---Drivetrain Initialize
local wDia = 0
local Drive = {}
if _Tune.Config == "FWD" or _Tune.Config == "AWD" then
for i, v in pairs(car.Wheels:GetChildren()) do
if v.Name == "FL" or v.Name == "FR" or v.Name == "F" then
table.insert(Drive, v)
end
end
end
if _Tune.Config == "RWD" or _Tune.... |
Breakdown this code:
-- TUNE
SpeedType = "MPH" -- MPH or KPH
local Smoothness = 0.8
local TurboSmoothness = 0.9
local autoscaling = true --Estimates top speed
local UNITS = { --Click on speed to change units
--First unit is default
{
units = "MPH",
scaling = (10 / 12) * (60 / 88), -- 1 stud : 10 inches | ft/s to... |
query code to breakdown:
--------------------------------------------------- Mobile Button
local function handleContext(name, state, input)
if state == Enum.UserInputState.Begin then
Humanoid.WalkSpeed = CrouchSpeed
CAnim:Play()
else
Humanoid.WalkSpeed = NormalWalkSpeed
CAnim:Stop()
end
end
cas:BindAction(... |
code instruction:
-------------------------
function DoorClose()
if Shaft00.MetalDoor.CanCollide == false then
Shaft00.MetalDoor.CanCollide = true
while Shaft00.MetalDoor.Transparency > 0.0 do
Shaft00.MetalDoor.Transparency = Shaft00.MetalDoor.Transparency - 0.1
wait(0.000001)
end
Car.BodyVelocity.veloci... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-------- OMG HAX
r = game:service("RunService")
local damage = 0
local slash_damage = 3
local lunge_damage = 5
sword = script.Parent.Center
Tool = script.Parent
local SlashSound = Instance.new("Sound")
SlashSound.So... |
code instruction:
--[=[
Observes an instance's ancestry
@param instance Instance
@return Observable<Instance>
]=]
function RxInstanceUtils.observeAncestry(instance)
local startWithParent = Rx.start(function()
return instance, instance.Parent
end)
return startWithParent(Rx.fromSignal(instance.AncestryChanged))... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--Feel free to poke around and see how this works. It's not very complex
local car = script.Parent.Car.Value
local Values = script.Parent:WaitForChild("Values") --This bit of code is still in 90% of A-Chassis plugins l... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--updated 10/09/2022
npc = nil
hum = nil
health_gui = script.Parent
health_text = script.Parent:WaitForChild("TextLabel")
if
health_gui.Parent ~= nil
and health_gui.Parent.ClassName == "Model"
an... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--cyan 4
if k == "c" and ibo.Value == true then
bin.Blade.BrickColor = BrickColor.new("Cyan")
bin.Blade2.BrickColor = BrickColor.new("Institutional white")
bin.Blade.White.Enabled = false
colorbin.white.Value = false... |
code:
--[[Engine]]
--Torque Curve
Tune.Horsepower = 175 -- [TORQUE CURVE VISUAL]
Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf
Tune.PeakRPM = 6200 -- Use sliders to manipulate values
Tune.Redline = 7600 -- Copy and paste slider values into the respective tune values
Tune.EqPoint = 5500
Tune.Peak... |
code instruction:
--[[Transmission]]
Tune.TransModes = { "Auto", "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"}
>First mode is ... |
code to explain:
--[[
The entry point for the Fusion library.
]]
local PubTypes = require(script.PubTypes)
local restrictRead = require(script.Utility.restrictRead)
export type StateObject<T> = PubTypes.StateObject<T>
export type CanBeState<T> = PubTypes.CanBeState<T>
export type Symbol = PubTypes.Symbol
export type... |
query code to breakdown:
--// Events
local L_72_ = L_17_:WaitForChild("Equipped")
local L_73_ = L_17_:WaitForChild("ShootEvent")
local L_74_ = L_17_:WaitForChild("DamageEvent")
local L_75_ = L_17_:WaitForChild("CreateOwner")
local L_76_ = L_17_:WaitForChild("Stance")
local L_77_ = L_17_:WaitForChild("HitEvent")
<<exp... |
Start by breaking down the code basically step by step:
--[[
MatchTable {
Some: (value: any) -> any
None: () -> any
}
CONSTRUCTORS:
Option.Some(anyNonNilValue): Option<any>
Option.Wrap(anyValue): Option<any>
STATIC FIELDS:
Option.None: Option<None>
STATIC METHODS:
Option.Is(obj): boolean
ME... |
code to explain:
--[[Steering]]
Tune.SteerInner = 32 -- Inner wheel steering angle (in degrees)
Tune.SteerOuter = 33 -- Outer wheel steering angle (in degrees)
Tune.SteerSpeed = 0.02 -- Steering increment per tick (in degrees)
Tune.ReturnSpeed = 0.04 -- Steering increment per tick (in degrees)
Tune.SteerDecay = 320 -- ... |
input_code:
--Put this in StarterPlayer, StarterCharacterScripts
local human = script.Parent:WaitForChild("Humanoid")
local AttackArm = true
local canattack = true
game:GetService("UserInputService").InputBegan:connect(function(input, gamepor)
if (input.KeyCode == Enum.KeyCode.X or input.KeyCode == Enum.KeyCode.Bu... |
Start by breaking down the code basically step by step:
--NOTE: We create the rocket once and then clone it when the player fires
local Rocket = Instance.new("Part")
do
-- Set up the rocket part
Rocket.Name = "Rocket"
Rocket.FormFactor = Enum.FormFactor.Custom --NOTE: This must be done before changing Size
Rocket.S... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--- RUNTIME ---
local Tool = {}
Tool.MouseButton1 = function(Character)
if Character:GetAttribute("Cooldown") == true then
return
end
Character:SetAttribute("Cooldown", true)
Character.Humanoid:LoadAnimation(scr... |
code:
--[[
Server-side manager that listens to events to advance the FTUE stage in a player's data and
trigger server-side world changes according to the current stage
--]]
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local ServerStorage = game:GetService("ServerStorage")
local PlayerDataServer = ... |
important code input to explain step by step:
-- Connect key state change event
userInputService.InputBegan:Connect(function(input)
handleKeyState(input.KeyCode, true)
end)
userInputService.InputEnded:Connect(function(input)
handleKeyState(input.KeyCode, false)
end)
Sure. Here is a summary:
## Breakdown
The code ... |
important code input to explain step by step:
-- Function to handle player character additions
local function onCharacterAdded(character)
explodePlayer(character.Parent)
end
Sure, let's break it down:
## Breakdown
The provided code defines a function named `onCharacterAdded` which is designed to handle the event of... |
code to explain:
--[[Engine]]
--Torque Curve
Tune.Horsepower = 100 -- [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 = 550... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--[[
Calculate the actual spot Frame position in studs by making use of adornee position.
Parameters:
- surfaceGui (SurfaceGui): SurfaceGui instance that the spot belongs to
- spot (Frame): Frame... |
code instruction:
--[[
3/19/20
newwil
DataStore/Leaderstats
--]]
local DataStoreService = game:GetService("DataStoreService")
local playerData = DataStoreService:GetDataStore("playerData")
game.Players.PlayerAdded:Connect(function(player)
local leaderstats = Instance.new("Folder")
leaderstats.Name = "leaderstat... |
Breakdown this code:
-- BaseCamera mod
local BaseCamera = require(baseCameraModule)
BaseCamera.UpCFrame = IDENTITYCF
function BaseCamera:UpdateUpCFrame(cf)
self.UpCFrame = cf
end
function BaseCamera:CalculateNewLookCFrame(suppliedLookVector)
local currLookVector = suppliedLookVector or self:GetCameraLookVector()
... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--[[VARIABLE DEFINITION ANOMALY DETECTED, DECOMPILATION OUTPUT POTENTIALLY INCORRECT]]
--
-- Decompiled with the Synapse X Luau decompiler.
local u1 = nil
coroutine.wrap(function()
u1 = require(game... |
input_code:
-----------------
--| Variables |--
-----------------
local DebrisService = Game:GetService("Debris")
local PlayersService = Game:GetService("Players")
local Rocket = script.Parent
local CreatorTag = Rocket:WaitForChild("creator")
local Tank = Rocket:WaitForChild("Tank").Value
local SwooshSound = Rocket:... |
Start by breaking down the code basically step by step:
--[[Run]]
--Print Version
local ver = require(car["A-Chassis Tune"].README)
print("Novena: AC6T Loaded - Build " .. ver)
--Runtime Loops
-- ~60 c/s
game["Run Service"].Stepped:connect(function()
--Steering
Steering()
--RPM
RPM()
--Suspension
if not work... |
input_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
output:
## Breakdown
The provided Lua script is designed to modify the rate of all `ParticleEmitter` objects found within a specific obje... |
Start by breaking down the code basically step by step:
--[=[
@param ... any
Same as `Fire`, but uses `task.defer` internally & doesn't take advantage of thread reuse.
```lua
signal:FireDeferred("Hello")
```
]=]
function Signal:FireDeferred(...)
local item = self._handlerListHead
while item do
task.defer(item... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
------------------------------------------------------------------------
-- initial parsing for statements, calls a lot of functions
-- * returns boolean instead of 0|1
-- * used in chunk()
----------... |
code to explain:
--[[Engine]]
--Torque Curve
Tune.Horsepower = 250 * 1.3 -- [TORQUE CURVE VISUAL]
Tune.IdleRPM = 1000 -- https://www.desmos.com/calculator/2uo3hqwdhf
Tune.PeakRPM = 7000 -- Use sliders to manipulate values
Tune.Redline = 10000 -- Copy and paste slider values into the respective tune values
Tune.EqPoi... |
code:
--[[ Script Variables ]]
--
while not Players.LocalPlayer do
wait()
end
local LocalPlayer = Players.LocalPlayer
local Humanoid = MasterControl:GetHumanoid()
local JumpButton = nil
local OnInputEnded = nil -- defined in Create()
local CharacterAddedConnection = nil
local HumStateConnection = nil
local HumChangeCo... |
important code input to explain step by step:
-- ================================================================================
-- LOCAL FUNCTIONS
-- ================================================================================
-- Display result dialog
local function openDlg(resultString, resultTime)
-- Display r... |
code instruction:
-- Motor(s)
local SeeSawMotor = script.Parent:WaitForChild("SeeSawMotor")
local function OnSeatsChange(ChangedSeat)
local Seat1Occupant = Seat1.Occupant
local Seat2Occupant = Seat2.Occupant
local Seat1T = Seat1.Throttle
local Seat2T = Seat2.Throttle
if Seat1Occupant and Seat2Occupant == nil the... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
---SG Is Here---
---Please Dont Change Anything Can Dont Work If You Change--
local db = true
local player = game.Players.LocalPlayer
local target = game.Workspace.Sell
local delay = 3
script.Parent.MouseButton1Click:c... |
Breakdown this code:
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take
Cooldown = 5 -- cooldown for use of the tool again
ZoneModelName = "Rocket circle" -- name the zone model
MobHumanoidName = "Humanoid" -- the name of player or mob u want to damage
explanation:
## Bre... |
important code input to explain step by step:
--Door Script
--This script toggles the door when it is clicked.
--Unless you know what you're doing, do not modify this script.
local clickdetector = Instance.new("ClickDetector", script.Parent) --This creates a click detector for the door.
clickdetector.MouseClick:Connect... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-- Decompiled with the Synapse X Luau decompiler.
script.Parent.MouseButton1Down:Connect(function()
script.Parent.Parent.Visible = false
if game.Players.LocalPlayer.Character.Values.Actions.CarriedPlr.Value ~= "" then... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--[[Misc]]
Tune.LoadDelay = 3.0 -- Delay before initializing chassis (in seconds)
Tune.AutoStart = false -- Set to false if using manual ignition plugin
Tune.AutoFlip = true -- Set to false if using m... |
Breakdown this code:
--Instert in Tool
local tool = script.Parent
local anim = script.Animation --Animation ID
local track
tool.Equipped:Connect(function()
track = script.Parent.Parent.Humanoid:LoadAnimation(anim)
track:Play()
end)
tool.Unequipped:Connect(function()
if track then
track:Stop()
end
end)
output:
#... |
Breakdown this code:
--[[
Gets camera modifiers and effects while it is in Dead mode.
]]
local TweenService = game:GetService("TweenService")
local CameraStateDead = {}
Sure, let's break it down:
## Breakdown
The provided code is the beginning of a Lua module designed for a class named `CameraStateDead`. This clas... |
query code to breakdown:
--created by
------------------------------------------
--Clear And Enter
check = true -- Global
function Clear()
print("Cleared")
Input = ""
end
script.Parent.Clear.ClickDetector.MouseClick:connect(Clear)
function Enter()
if Input == Code then
print("Entered")
Input = ""
local doo... |
Breakdown this code:
--Shade Script
sp = script.Parent
lastattack = 0
nextrandom = 0
nextsound = 0
nextjump = 0
chasing = false
variance = 2
damage = 15
attackrange = 15
sightrange = 200
runspeed = 15
wonderspeed = 4
healthregen = false
function raycast(spos, vec, currentdist)
local hit2, pos2 = game.Workspace:Fin... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--Made by Luckymaxer
Tool = script.Parent
Handle = Tool:WaitForChild("Handle")
Players = game:GetService("Players")
Debris = game:GetService("Debris")
UserInputService = game:GetService("UserInputSe... |
code:
-- util
function waitForChild(parent, childName)
while true do
local child = parent:findFirstChild(childName)
if child then
return child
end
parent.ChildAdded:wait()
end
end
function newSound(id)
local sound = Instance.new("Sound")
sound.SoundId = id
sound.Parent = script.Parent.Head
return sou... |
important code input to explain step by step:
--Put the objects you want regenned in the model, if the object's parent is changed it will not be deleted when the button is pushed again.
debounce = false
regen = {}
last = {}
for a, b in ipairs(script.Parent.Parent:GetChildren()) do
if b ~= script.Parent then
table.in... |
code to explain:
--[=[
Gets a signal that will fire when the Brio dies. If the brio is already dead
calling this method will error.
:::info
Calling this while the brio is already dead will throw a error.
:::
```lua
local brio = Brio.new("a", "b")
brio:GetDiedSignal():Connect(function()
print("Brio died")
e... |
Breakdown this code:
--------RIGHT DOOR --------
game.Workspace.doorright.l11.BrickColor = BrickColor.new(1013)
game.Workspace.doorright.l23.BrickColor = BrickColor.new(1013)
game.Workspace.doorright.l32.BrickColor = BrickColor.new(1013)
game.Workspace.doorright.l41.BrickColor = BrickColor.new(1013)
game.Workspace.door... |
Breakdown this code:
-- declarations
local sDied = newSound("rbxasset://sounds/uuhhh.wav")
local sFallingDown = newSound("rbxasset://sounds/splat.wav")
local sFreeFalling = newSound("rbxasset://sounds/swoosh.wav")
local sGettingUp = newSound("rbxasset://sounds/hit.wav")
local sJumping = newSound("rbxasset://sounds/but... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--[[
Package link auto-generated by Rotriever
]]
local PackageIndex = script.Parent.Parent.Parent._Index
local Package = require(PackageIndex["DiffSequences"]["DiffSequences"])
export type Callbacks = Package.Callback... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-- SOULDRAGON'S INSANAQUARIUM DEADFISH SCRIPT
h = script.Parent.Parent.Humanoid
while true do
if h.Health < 1 then
script.Parent.Parent.Name = "Goodbye"
script.Parent.BrickColor = BrickColor.new(26)
script.Parent.... |
code to explain:
-- Made by Freakinve
-- 12/23/20
local dayOutdoorAmbient = Color3.fromRGB(128, 128, 128)
local nightOutdoorAmbient = Color3.fromRGB(0, 0, 0)
local dayAmbient = Color3.fromRGB(128, 128, 128)
local nightAmbient = Color3.fromRGB(0, 0, 0)
code breakdown:
## Breakdown
The provided Luau code defines col... |
Start by breaking down the code basically step by step:
------------------------------------------------------------------------------
--------------------[ MAIN PROGRAM ]------------------------------------------
------------------------------------------------------------------------------
while true do
if
(not M... |
query code to breakdown:
---Steering
function Steering()
if _MSteer then
local mST = ((mouse.X - mouse.ViewSizeX / 2) / _Tune.MSteerWidth)
if math.abs(mST) <= _Tune.MSteerDZone then
_GSteerT = 0
else
_GSteerT = (math.max(math.min((math.abs(mST) - _Tune.MSteerDZone), (1 - _Tune.MSteerDZone)), 0) / (1 - _Tun... |
code:
--- Skip forwards in now
-- @param delta now to skip forwards
function Spring:TimeSkip(delta)
local now = tick()
local position, velocity = self:_positionVelocity(now + delta)
self._position0 = position
self._velocity0 = velocity
self._time0 = now
end
function Spring:__index(index)
if Spring[index] then
... |
code to explain:
--// F key, Horn
mouse.KeyUp:connect(function(key)
if key == "f" then
script.Parent.Parent.Horn.TextTransparency = 0.8
veh.Lightbar.middle.Airhorn:Stop()
veh.Lightbar.middle.Wail.Volume = 1
veh.Lightbar.middle.Yelp.Volume = 1
veh.Lightbar.middle.Priority.Volume = 1
script.Parent.Parent.MBO... |
code to explain:
--// Hash: c99d8d3f6918230ee9fd250b85efbd7b960723d8cb9e3c5a023095d441bc7c42774ba920206560321de3df3240be618c
-- Decompiled with the Synapse X Luau decompiler.
local v1 = {}
local l__LocalPlayer__2 = game.Players.LocalPlayer
local v3 = require(game:GetService("ReplicatedStorage"):WaitForChild("ReplicaDa... |
code instruction:
--[[Wheel Stabilizer Gyro]]
--
Tune.FGyroDamp = 100 -- Front Wheel Non-Axial Dampening
Tune.RGyroDamp = 100 -- Rear Wheel Non-Axial Dampening
Sure, let's break it down:
## Breakdown
The provided code snippet is intended to define a configuration table named `Tune` with two properties: `FGyroDamp` a... |
query code to breakdown:
-- the number equals the walkspeed. start is starting walkspeed(if you want to boost it) and the others are for the speed increase stages
start = 16
stage1 = 20
stage2 = 25
stage3 = 30
stage4 = 35
stage5 = 40
stage6 = 50
code breakdown:
## Breakdown
The provided code defines a series of cons... |
code:
--for _, item in ipairs(Shield:GetChildren()) do
-- if item:IsA("BasePart") == true and item:FindFirstChild("Ignore") == nil then
-- item.Touched:connect(function(Hit)
-- if Hit == nil then return end
-- if Hit.Parent == nil then return end
--
-- local Item = Hit.Parent
--
-- if Item:IsA("Tool") == true ... |
important code input to explain step by step:
--[[
Run the given test plan node and its descendants, using the given test
session to store all of the results.
]]
function TestRunner.runPlanNode(session, planNode, lifecycleHooks)
local function runCallback(callback, messagePrefix)
local success = true
local error... |
input_code:
--[=[
@within TableUtil
@function Reverse
@param tbl table
@return table
Reverses the array.
```lua
local t = {1, 5, 10}
local tReverse = TableUtil.Reverse(t)
print(tReverse) --> {10, 5, 1}
```
:::note Arrays only
This function works on arrays, but not dictionaries.
]=]
local function Reverse... |
code to explain:
-- Enable tool or plugin
if Mode == "Plugin" then
-- Set the UI root
UIContainer = CoreGui
-- Create the toolbar button
PluginButton = Plugin:CreateToolbar("Building Tools by F3X")
:CreateButton("Building Tools by F3X", "Building Tools by F3X", Assets.PluginIcon)
-- Connect the button to the s... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--[[
Fired when Warmup is entered, throwing out a player state update, as well as transitioning the player state
]]
function Transitions.onEnterWarmup(stateMachine, event, from, to, playerComponent)
... |
code instruction:
-- << FUNCTIONS >>
function module:Process(
commandArgsReal,
args,
commandPrefix,
commandName,
speaker,
speakerData,
originalMessage,
originalAlias,
batches,
batchPos
)
local argsToReturn = {}
local commandArgs = {}
local UP = false
local forceExit = false
if commandPrefix == main.setti... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--[=[
Promise resolution procedure, resolves the given values
@param ... T
]=]
function Promise:Resolve(...)
if not self._pendingExecuteList then
return
end
local len = select("#", ...)
if l... |
Start by breaking down the code basically step by step:
-- functions
function stopAllAnimations()
local oldAnim = currentAnim
-- return to idle if finishing an emote
if emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false then
oldAnim = "idle"
end
currentAnim = ""
currentAnimInstance = nil
if current... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-- Constructor
local Camera = workspace.CurrentCamera
local Looping = false
local Speed = 1
local FreezeControls = false
output:
## Breakdown
The provided Luau code snippet defines and initializes several variables t... |
query code to breakdown:
--[=[
A BaseObject basically just adds the :Destroy() interface, and a _maid, along with an optional object it references.
@class BaseObject
]=]
local require = require(script.Parent.loader).load(script)
local Maid = require("Maid")
local BaseObject = {}
BaseObject.ClassName = "BaseObject"... |
query code to breakdown:
--[=[
Returns the first alive Brio in a list
@param brios {Brio<T>}
@return Brio<T>
]=]
function BrioUtils.firstAlive(brios)
for _, brio in pairs(brios) do
if not brio:IsDead() then
return brio
end
end
return nil
end
output_code:
## Breakdown
The provided code defines a functio... |
query code to breakdown:
--[[
___ _______ _ _______
/ _ |____/ ___/ / ___ ____ ___ (_)__ /__ __/
/ __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< / /
/_/ |_| \___/_//_/\_,_/___/___/_/___/ /_/
SecondLogic @ Inspare
Avxnturador @ Novena
]]
local FE = workspace.Filter... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--[=[
@param predicate (value: any) -> boolean
@return Option
Returns `self` if this option has a value and the predicate returns `true.
Otherwise, returns None.
]=]
function Option:Filter(predica... |
code instruction:
--//EVENTS\\--
game:GetService("RunService").RenderStepped:Connect(function() --This part gets the renderization service
--//VISIBLE\\--
for i, part in pairs(character:GetChildren()) do
if
string.match(part.Name, "Arm")
or string.match(part.Name, "Hand")
or string.match(part.Name, "Leg")
... |
input_code:
-- Left Arms
character.Constraint.ConstraintLeftUpperArm.Attachment0 = LUA
character.Constraint.ConstraintLeftUpperArm.Attachment1 = LUARig
character.Constraint.ConstraintLeftLowerArm.Attachment0 = LLA
character.Constraint.ConstraintLeftLowerArm.Attachment1 = LLARig
character.Constraint.ConstraintLeftHand.A... |
code:
-- Legacy implementation renamed
function CameraUtils.GetAngleBetweenXZVectors(v1: Vector3, v2: Vector3): number
return math.atan2(v2.X * v1.Z - v2.Z * v1.X, v2.X * v1.X + v2.Z * v1.Z)
end
function CameraUtils.RotateVectorByAngleAndRound(camLook: Vector3, rotateAngle: number, roundAmount: number): number
if ca... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--// Hash: 4ff11c83b72d76d1d1d67ed38db378bb76fe93bad84f73c50a81f60a561bca442213063368847fe595aea47ea94b3b28
-- Decompiled with the Synapse X Luau decompiler.
wait(3)
if game:GetService("VRService").VREnabled then
game:... |
important code input to explain step by step:
-- Mapping from movement mode and lastInputType enum values to control modules to avoid huge if elseif switching
local movementEnumToModuleMap = {
[Enum.TouchMovementMode.DPad] = TouchDPad,
[Enum.DevTouchMovementMode.DPad] = TouchDPad,
[Enum.TouchMovementMode.Thumbpad] =... |
Breakdown this code:
--- 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, task in pairs(tasks) do
if typeof(task) == "RBXScriptConnection" then
tasks[index] = nil
task:Disconnect()
end
end
-- Cl... |
code instruction:
-- Code --
setUp()
getProximityPrompts()
for index, prompt in ipairs(proximityPrompts) do
local connection = prompt.Triggered:Connect(onTriggered)
table.insert(connections, connection)
end
Sure, let's break it down:
## Breakdown
The provided code snippet is a segment of a larger script that sets... |
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