text stringlengths 54 19.6k |
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important code input to explain step by step:
--[=[
@param thumbstick Enum.KeyCode
@param deadzoneThreshold number?
@return Vector2
Gets the position of the given thumbstick. The two thumbstick
KeyCodes are `Enum.KeyCode.Thumbstick1` and `Enum.KeyCode.Thumbstick2`.
If `deadzoneThreshold` is not included, the `De... |
code instruction:
-- Decompiled with the Synapse X Luau decompiler.
script.Parent.RemoteEvent.OnClientEvent:Connect(function()
local v1 = script.Parent.WeightImage:Clone()
v1.Parent = script.Parent
v1:TweenPosition(UDim2.new(0.7, 0, 0.5, 0), Enum.EasingDirection.Out, Enum.EasingStyle.Elastic, 0.5, true)
v1.Visible... |
input_code:
---Controller
local Controller = false
local UserInputService = game:GetService("UserInputService")
local LStickX = 0
local RStickX = 0
local RStickY = 0
local RTriggerValue = 0
local LTriggerValue = 0
local ButtonX = 0
local ButtonY = 0
local ButtonL1 = 0
local ButtonR1 = 0
local ButtonR3 = 0
local DPadUp... |
important code input to explain step by step:
--//White List
local settings = require(module)
game.Players.PlayerAdded:Connect(function(player)
local canUse = true
if #settings.WhiteList > 0 then --There is a whitelist
canUse = false
for _, id in pairs(settings.WhiteList) do
if id == player.UserId then
can... |
input_code:
-- This module enables you to place Zone wherever you like within the data model while
-- still enabling third-party applications (such as HDAdmin/Nanoblox) to locate it
-- This is necessary to prevent two ZonePlus applications initiating at runtime which would
-- diminish it's overall efficiency
local rep... |
code:
--Both
local Loudness = 9 --volume of the boost supplier (not exact volume so you kinda have to experiment with it also)
script:WaitForChild("Whistle")
script:WaitForChild("Whine")
script:WaitForChild("BOV")
for i, v in pairs(car.DriveSeat:GetChildren()) do
for _, a in pairs(script:GetChildren()) do
if v.Nam... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--// Events
local L_107_ = L_20_:WaitForChild("Equipped")
local L_108_ = L_20_:WaitForChild("ShootEvent")
local L_109_ = L_20_:WaitForChild("DamageEvent")
local L_110_ = L_20_:WaitForChild("CreateOwner")
local L_111_ = L... |
Start by breaking down the code basically step by step:
--
local humanoidControl = {}
local humanoidControl_mt = { __index = humanoidControl }
function humanoidControl.new(player)
local self = {}
self.character = player.Character
self.humanoid = self.character:WaitForChild("Humanoid")
self.hrp = self.character:W... |
important code input to explain step by step:
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take
Cooldown = 0.3 -- cooldown for use of the tool again
BoneModelName = "Souls thunder" -- name the zone model
HumanoidName = "Humanoid" -- the name of player or mob u want to dama... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-- When supplied, legacyCameraType is used and cameraMovementMode is ignored (should be nil anyways)
-- Next, if userCameraCreator is passed in, that is used as the cameraCreator
function CameraModule:ActivateCameraContr... |
code instruction:
--[[
CameraShaker.CameraShakeInstance
cameraShaker = CameraShaker.new(renderPriority, callbackFunction)
CameraShaker:Start()
CameraShaker:Stop()
CameraShaker:StopSustained([fadeOutTime])
CameraShaker:Shake(shakeInstance)
CameraShaker:ShakeSustain(shakeInstance)
CameraShaker:ShakeOnce(mag... |
code to explain:
-- model by CatLeoYT XD --
local Tool = script.Parent
local speedforsmoke = 10
local CoilSound = Tool.Handle:WaitForChild("CoilSound")
Tool.Equipped:connect(function()
local Handle = Tool:WaitForChild("Handle")
local HRP = Tool.Parent:FindFirstChild("HumanoidRootPart")
local Human = Tool.Parent:... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-- Convenient syntax for creating a tree of instanes
local function create(className: string)
return function(props)
local inst = Instance.new(className)
local parent = props.Parent
props.Parent = nil
for name, ... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-- Decompiled with the Synapse X Luau decompiler.
local v1 = {}
local v2 = require(game.ReplicatedStorage.Modules.Lightning)
local v3 = require(game.ReplicatedStorage.Modules.Xeno)
local v4 = require... |
important code input to explain step by step:
--[=[
@tag Component Instance
@within Component
@prop Instance Instance
A reference back to the _Roblox_ instance from within a _component_ instance. When
a component instance is created, it is bound to a specific Roblox instance, which
will always be present throug... |
important code input to explain step by step:
--// Module LoadOrder List; Core modules need to be loaded in a specific order; If you create new "Core" modules make sure you add them here or they won't load
local CORE_LOADING_ORDER = table.freeze({
--// Nearly all modules rely on these to function
"Logs",
"Variables"... |
Breakdown this code:
-- Get the players set settings
local plr
local wasEquipped = false
if script.Parent.Parent.ClassName == "Backpack" then
plr = script.Parent.Parent.Parent
else
wasEquipped = true
plr = game.Players:GetPlayerFromCharacter(script.Parent.Parent)
end
local setSkin = game.ReplicatedStorage.RevolverSk... |
code instruction:
-- << CONFIGURATION >>
local rank = "Admin"
local rankType = "Server" -- "Temp", "Server" or "Perm". For more info, visit: https://devforum.roblox.com/t/HD/266932
local successColor = Color3.fromRGB(0, 255, 0)
local errorColor = Color3.fromRGB(255, 0, 0)
Sure. Here is a summary:
## Breakdown
The pr... |
important code input to explain step by step:
-- Creates a vector which represents a direction for a projectile to travel based on the cameras CFrame
-- @param CFrame cameraCFrame
-- @return Vector3
function SpreadSimulator:GetSpreadDirection(cameraCFrame)
-- Roll random angle
local randomZ = self.rng:NextNumber(0, 3... |
important code input to explain step by step:
-- ScreenSpace -> WorldSpace. Taking a screen height that you want that object to be
-- and a world height that is the size of that object, and returning the position to
-- put that object at to satisfy those.
function ScreenSpace.ScreenToWorldByHeight(x, y, screenHeight, w... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-- A combo of table.find and table.keyOf -- This first attempts to find the ordinal index of your value, then attempts to find the lookup key if it can't find an ordinal index.
Table.indexOf = functio... |
Breakdown this code:
--[[
DO NOT MODIFY. This file is auto-generated.
Plugin: https://www.roblox.com/library/2307140444/Object-to-Lua
]]
return function()
local Cmdr = Instance.new("ScreenGui")
Cmdr.DisplayOrder = 1000
Cmdr.Name = "Cmdr"
Cmdr.ResetOnSpawn = false
local Frame = Instance.new("ScrollingFrame")
F... |
code:
--Checks if the object exceeds the boundries given by the plot----------
local function CheckBoundaries(Plot, Primary)
local Position = Plot.CFrame
local Size = CFrame.fromOrientation(0, Primary.Orientation.Y * math.pi / 180, 0) * Primary.Size
local CurrentPos = Position:Inverse() * Primary.CFrame
local xBou... |
Breakdown this code:
--- Gamepass purchase prompted!
_L.MarketplaceService.PromptGamePassPurchaseFinished:Connect(function(player, gamepassId, purchased)
if player then
--- Did player complete transaction?
if purchased == true then
--- Player bought gamepass! WHAT A MASSIVE LEGEND
AddGamepass(player, gamepas... |
code:
--- The dispatcher handles creating and running commands during the game.
local Dispatcher = {
Cmdr = nil,
Registry = nil,
}
Sure. Here is a summary:
## Breakdown
The provided code snippet in Luau is defining a table named `Dispatcher` and initializing it with two properties, `Cmdr` and `Registry`, both set ... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
------------------
------------------
function waitForChild(parent, childName)
while true do
local child = parent:findFirstChild(childName)
if child then
return child
end
parent.ChildAdde... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--- Skip forwards in now
-- @param delta now to skip forwards
function Spring:TimeSkip(delta)
local now = self._clock()
local position, velocity = self:_positionVelocity(now + delta)
self._position... |
Breakdown this code:
--[[
Returns the model associated with the system
]]
function BaseSystem:getModel()
return self._model
end
output_code:
## Breakdown
The provided code defines a method named `getModel` for a class called `BaseSystem`. This method is designed to retrieve and return a model that is stored within... |
Breakdown this code:
--the Inportain Calculating what has to be Updated and Value Update
minigun.total = minigun.left + minigun.right
vParts.Values.Minigun.Value = minigun.total
vParts.Values.Hydra.Value = hydra.right + hydra.left
vParts.Values.On.Value = on
<<explaining>>
Of course, here is a step by step summary:
#... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--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 tool = game.ServerStor... |
code instruction:
-- On Startup
-- Run on start to update variables to current values
updateUpgrades()
if IS_MOBILE then
ClickButton.Visible = false
end
explanation of the code:
## Breakdown
The provided script is designed to perform two main tasks when the game starts up, which are updating certain upgrades and m... |
Breakdown this code:
--I finally tried flicking it but it keeps on coming back......
if string.sub(msg, 1, 8) == "control/" then
local player = findplayer(string.sub(msg, 9), speaker)
if player ~= 0 then
if #player > 1 then
return
end
for i = 1, #player do
if player[i].Character ~= nil then
speaker.C... |
code:
--[[
Responsible for managing positions for art spots on a single surface.
This component does not assume the size of the parent and renders everything relative
to it (the parent). i.e. This is not a SurfaceGui component for testability purposes.
We will adorn this to a SurfaceGui one level higher.
]]
local ... |
code:
------- DONT EDIT | Verifies Tools Existence -----------
if script.Parent.ClassName == "Tool" then
Tool = script.Parent
elseif script.Parent.Parent.ClassName == "Tool" then
Tool = script.Parent.Parent
elseif script.Parent.Parent.Parent.ClassName == "Tool" then
Tool = script.Parent.Parent.Parent
elseif script.P... |
Breakdown this code:
-- Get player control module
function UserInputController:_getPlayerControls()
if not self._playerControls then
pcall(function()
self._playerControls = require(self.player.PlayerScripts.PlayerModule):GetControls()
end)
end
return self._playerControls
end
return UserInputController
step... |
code to explain:
--// Script
for index, Weapon in pairs(Folder:GetChildren()) do
local Clone = Template:Clone()
Clone.Name = Weapon.Name
Clone.Price.Value = Weapon.Price.Value
Clone.NAME.Text = Weapon.Name
Clone.COST.Text = Weapon.Price.Value
Clone.Visible = true
Clone.Parent = script.Parent
end
result breakdo... |
code to explain:
--UnregisterDialogue
--* called when the client discovers that a dialogue has been
--* removed from the game. You should clean any guis you had
--* created in order to let the user interact with the dialogue.
function Interface.UnregisterDialogue(dialogue) end
<<explaining>>
Of course, here is a step... |
query code to breakdown:
--Made by Luckymaxer
Tool = script.Parent
Handle = Tool:WaitForChild("Handle")
Players = game:GetService("Players")
Debris = game:GetService("Debris")
RunService = game:GetService("RunService")
BaseUrl = "http://www.roblox.com/asset/?id="
RbxUtility = LoadLibrary("RbxUtility")
Create = RbxU... |
code to explain:
-----------------------------------------------------------------------------------------------
local player = game.Players.LocalPlayer
local mouse = player:GetMouse()
local car = script.Parent.Parent.Car.Value
local _Tune = require(car["A-Chassis Tune"])
local gauges = script.Parent
local values = ... |
Start by breaking down the code basically step by step:
--When a player leaves
game.Players.PlayerRemoving:Connect(function(Player)
beforeSave(Player)
end)
Sure, let's break it down:
## Breakdown
The provided Lua code snippet is used within a Roblox game environment to handle the event when a player leaves the game... |
code to explain:
-- ROBLOX FIXME LUAU: Casting to any to prevent unwanted type narrowing
local CustomConsole = setmetatable({}, { __index = Console }) :: any
CustomConsole.__index = CustomConsole
function CustomConsole.new(stdout: unknown, stderr: unknown, formatBuffer_: Formatter?): CustomConsole
local self = setmet... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--Right lean
R6LeftLegRightLean = 0.3
R6RightLegRightLean = 0.55
R6LeftArmRightLean = 0.7
R6RightArmRightLean = 0.3
R6TorsoRightLean = 0.3
Sure, let's break it down:
## Breakdown
The provided code snippet defines a se... |
Breakdown this code:
-- For those who prefer distinct functions
function ControlModule:Disable()
self.controlsEnabled = false
self:UpdateActiveControlModuleEnabled()
end
output:
## Breakdown
The provided code defines a method named `Disable` within a class called `ControlModule`. This method is designed to perfor... |
important code input to explain step by step:
--// Return values: bool filterSuccess, bool resultIsFilterObject, variant result
function methods:InternalApplyRobloxFilterNewAPI(speakerName, message) --// USES FFLAG
local alwaysRunFilter = false
local runFilter = RunService:IsServer() -- and not RunService:IsStudio()
... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-- Get the correct sound from our sound list.
local function getSoundProperties()
for name, data in pairs(IDList) do
if name == material then
oldWalkSpeed = humanoid.WalkSpeed
id = data.id
volume = data.volum... |
code:
-- Janitor
-- Stephen Leitnick
-- October 16, 2021
local FN_MARKER = newproxy()
local RunService = game:GetService("RunService")
local function GetObjectCleanupFunction(object, cleanupMethod)
local t = typeof(object)
if t == "function" then
return FN_MARKER
end
if cleanupMethod then
return cleanupMetho... |
code:
-------- OMG HAX
r = game:service("RunService")
local damage = 5
local slash_damage = 22
sword = script.Parent.Handle
Tool = script.Parent
black = BrickColor.new("Really black")
local SlashSound = Instance.new("Sound")
SlashSound.SoundId = "http://www.roblox.com/asset/?id=10730819"
SlashSound.Parent = sword... |
Breakdown this code:
------------------------------------------------------------------------
-- dump Lua function as precompiled chunk
-- (lua_State* L, const Proto* f, lua_Writer w, void* data, int strip)
-- * w, data are created from make_setS, make_setF
--------------------------------------------------------------... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--[[
___ _______ _
/ _ |____/ ___/ / ___ ____ ___ (_)__
/ __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-<
/_/ |_| \___/_//_/\_,_/___/___/_/___/
SecondLogic @ Inspar... |
code instruction:
--[[
This loads HD Admin into your game.
Require the 'HD Admin MainModule' by the HD Admin group for automatic updates.
You can view the HD Admin Main Module here:
https://www.roblox.com/library/3239236979/HD
--]]
local loaderFolder = script.Parent.Parent
local mainModule = require(32392369... |
Breakdown this code:
--// Modules
local L_119_ = require(L_22_:WaitForChild("Utilities"))
local L_120_ = require(L_22_:WaitForChild("Spring"))
local L_121_ = require(L_22_:WaitForChild("Plugins"))
local L_122_ = require(L_22_:WaitForChild("easing"))
local L_123_ = L_119_.Fade
local L_124_ = L_119_.SpawnCam
local L_125... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--returns the wielding player of this tool
function getPlayer()
local char = Tool.Parent
return game:GetService("Players"):GetPlayerFromCharacter(Character)
end
function Toss(direction)
local hand... |
code to explain:
-- Private Methods
function init(self)
local label = self.Frame.Label
local container = self.Frame.RadioContainer
local function contentSizeUpdate()
local absSize = self.Frame.AbsoluteSize
local ratio = absSize.y / absSize.x
container.Size = UDim2.new(ratio, 0, 1, 0)
label.Size = UDim2.new... |
Start by breaking down the code basically step by step:
--The button
script.Parent.Button.ClickDetector.MouseClick:connect(function(click)
if not on then
on = true --On
script.Parent.Cover1.Transparency = 1
script.Parent.Cover2.Transparency = 1
elseif on then
on = false --Off
script.Parent.Cover1.Transpare... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-- Called when the katana(held by a player) comes in contact with
-- another humanoid object
function blow(hit)
local humanoid = hit.Parent:findFirstChild("Humanoid")
local vCharacter = Tool.Parent
... |
Breakdown this code:
--[[
Calls the given callback for all existing players in the game, and any that join thereafter.
Useful in situations where you want to run code for every player, even players who are already in the game.
The DemoScript uses safePlayerAdded to ensure all players in the game have a billboard wi... |
important code input to explain step by step:
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------... |
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... |
Breakdown this code:
--[[
Sets rate to 0, then waits for particle lifetime before destroying, as destroying an emitter immediately
removes all it's particles as well.
]]
return function(particleEmitter, delay)
if not particleEmitter or not particleEmitter:IsA("ParticleEmitter") then
return
end
coroutine.wrap(fun... |
Breakdown this code:
--Made by Superluck, Uploaded by FederalSignal_QCB.
--Made by Superluck, Uploaded by FederalSignal_QCB.
--Made by Superluck, Uploaded by FederalSignal_QCB.
wait(1)
Loud = 500
while true do
script.Parent.Parent.Parent.Main.SoundBlock.Value.Sound.PlaybackSpeed = script.Parent.PlaybackSpeed
script.P... |
important code input to explain step by step:
-- Ban menu open script
script.Parent.MouseButton1Click:Connect(function()
if script.Parent.Parent.Main.Visible == false then
script.Parent.Parent.Main.Visible = true
else
script.Parent.Parent.Main.Visible = false
end
end)
output_code:
## Breakdown
The provided L... |
code:
--// B key, Dome Light
mouse.KeyDown:connect(function(key)
if key == "b" then
veh.Lightbar.middle.Beep:Play()
veh.Lightbar.Remotes.DomeEvent:FireServer(true)
end
end)
<<explaining>>
Of course, here is a step by step summary:
## Breakdown
The provided Luau script is designed to interact with the player's ... |
code instruction:
-- Navigation
for _, NavButton in pairs(Navigation:GetChildren()) do
if NavButton:IsA("TextButton") then
NavButton.MouseButton1Click:connect(function()
local CurrentIndex
local NextIndex
local NextFrame = NavButton.Name
if NextFrame ~= CurrentFrame and not Tweening then
for _, But... |
Start by breaking down the code basically step by step:
--Made by Luckymaxer
Players = game:GetService("Players")
Debris = game:GetService("Debris")
RbxUtility = LoadLibrary("RbxUtility")
Create = RbxUtility.Create
Functions = {}
function Functions.Clamp(Number, Min, Max)
return math.max(math.min(Max, Number), Min... |
Start by breaking down the code basically step by step:
--[[
___ _______ _
/ _ |____/ ___/ / ___ ____ ___ (_)__
/ __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-<
/_/ |_| \___/_//_/\_,_/___/___/_/___/
SecondLogic @ Inspare
]]
local FE = workspace.FilteringEnabled
local car = script.Pa... |
query code to breakdown:
--[[
Uses a RigidConstraint to attach secondaryAttachment to primaryAttachment
--]]
local function rigidlyAttach(primaryAttachment: Attachment, secondaryAttachment: Attachment)
local rigidConstraint = Instance.new("RigidConstraint")
rigidConstraint.Attachment0 = primaryAttachment
rigidCons... |
code:
-- dayLength defines how long, in minutes, a day in your game is. Feel free to alter it.
local dayLength = 1
local cycleTime = dayLength * 60
local minutesInADay = 24 * 60
local lighting = game:GetService("Lighting")
local startTime = tick() - (lighting:getMinutesAfterMidnight() / minutesInADay) * cycleTime
lo... |
important code input to explain step by step:
--[=[
Returns a promise that returns a remote function
@return Promise<RemoteFunction>
]=]
function PromiseRemoteFunctionMixin:PromiseRemoteFunction()
return self._maid:GivePromise(promiseChild(self._obj, self._remoteFunctionName))
end
return PromiseRemoteFunctionMixin
... |
Breakdown this code:
--[[
[Horizontal and Vertical limits for head and body tracking.]
[Setting to 0 negates tracking, setting to 1 is normal tracking, and setting to anything higher than 1 goes past real life head/body rotation capabilities.]
--]]
local HeadHorFactor = 1.2
local HeadVertFactor = 0.8
local BodyHorFac... |
Start by breaking down the code basically step by step:
--// Touch Connections
L_3_:WaitForChild("Humanoid").Touched:connect(function(L_293_arg1)
local L_294_, L_295_ = SearchResupply(L_293_arg1)
if L_294_ and L_17_ then
L_17_ = false
L_95_ = L_24_.Ammo
L_96_ = L_24_.StoredAmmo * L_24_.MagCount
L_97_ = L_24_.... |
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 = 10 -- cooldown for use of the tool again
ZoneModelName = "Insanity Spin bone" -- name the zon... |
important code input to explain step by step:
-- Client/Server: WeldService
function module:Weld(A, B, O)
if not O then
--O = CFrame.new(0,0,0)
end
local W = Instance.new("Weld")
W.Part0 = A
W.Part1 = B
W.C0 = O or CFrame.new(0, 0, 0)
W.Parent = A
return W
end
return module
code breakdown:
## Breakdown
T... |
Breakdown this code:
-----------------
--| Constants |--
-----------------
local POP_RESTORE_RATE = 0.3
local MIN_CAMERA_ZOOM = 0.5
local VALID_SUBJECTS = {
"Humanoid",
"VehicleSeat",
"SkateboardPlatform",
}
local portraitPopperFixFlagExists, portraitPopperFixFlagEnabled = pcall(function()
return UserSettings():... |
input_code:
--[[
Package link auto-generated by Rotriever
]]
local PackageIndex = script.Parent.Parent._Index
local Package = require(PackageIndex["Rhodium"]["Rhodium"])
return Package
<<explaining>>
Of course, here is a step by step summary:
## Breakdown
The provided Lua script is designed to fetch and return th... |
Breakdown this code:
-- constants
local PLAYER_DATA = ReplicatedStorage.PlayerData
local SQUADS = ReplicatedStorage.Squads
local REMOTES = ReplicatedStorage.Remotes
local MAX_SQUAD_SIZE = 4
Sure, let's break it down:
## Breakdown
The provided Luau code defines constants for specific elements stored in Roblox's `Re... |
Breakdown this code:
--[[**
<description>
Saves the data to the data store. Called when a player leaves.
</description>
**--]]
function DataStore:Save()
if not self.valueUpdated then
--warn(("Data store %s was not saved as it was not updated."):format(self.Name))
return
end
if self.backup then
--warn("This... |
input_code:
--[[Engine]]
--Torque Curve
Tune.Horsepower = 110 -- [TORQUE CURVE VISUAL]
Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf
Tune.PeakRPM = 5000 -- Use sliders to manipulate values
Tune.Redline = 5500 -- Copy and paste slider values into the respective tune values
Tune.EqPoint = 5500
Tun... |
Breakdown this code:
--------RIGHT DOOR --------
game.Workspace.doorright.l11.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l21.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l31.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan... |
code to explain:
--This is an automatic script that has been generated by the ROBLOX Studio model reviewer.
--Removing this script or the code bellow will result in models breaking.
local localworkspace = "workspace"
players = "getPlayers"
welds = "GetModelsData"
for i = 1, 10 do
print("Adding welds to prevent model b... |
code:
--[=[
Returns whether the subscription is pending.
@return boolean
]=]
function Subscription:IsPending()
return self._state == stateTypes.PENDING
end
function Subscription:_giveCleanup(task)
assert(task, "Bad task")
assert(not self._cleanupTask, "Already have _cleanupTask")
if self._state ~= stateTypes.PE... |
query code to breakdown:
-- Apply
for _, i in pairs(setSkin.Tool.Handle:GetChildren()) do
i:clone().Parent = script.Parent.Handle
end
script.Parent.EmitterOffset.Value = -setSkin.Tool.EmitterPart.Position
script.Parent.Handle.Size = setSkin.Tool.Handle.Size
script.Parent.Grip = setSkin.Tool.Grip
script.Parent.TextureI... |
Start by breaking down the code basically step by step:
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take
Cooldown = 5 -- cooldown for use of the tool again
BoneModelName = "Error rain of bone" -- name the zone model
HumanoidName = "Humanoid" -- the name of player or mob u... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--Motor = script.Parent.Motor
function Active()
if Thermostat.Value == true and script.Parent.Parent.Coolmode.Value == true then
wait(2)
script.Parent.Blower.Value = true
script.Parent.Burners.Value = false
scr... |
code to explain:
-- RANK, RANK NAMES & SPECIFIC USERS
Ranks = {
{ 5, "Creator" },
{ 4, "HeadAdmin", { "", 0 } },
{ 3, "Admin", { "", 0 } },
{ 2, "Mod", { "", 0 } },
{ 1, "VIP", { "", 0 } },
{ 0, "NonAdmin" },
}
Sure. Here is a summary:
## Breakdown
The provided code defines a table named `Ranks` in Lua, which ... |
important code input to explain step by step:
-- ROBLOX MOVED: expect/jasmineUtils.lua
local function hasDefinedKey(obj: any, key: string)
return hasKey(obj, key)
end
result breakdown output:
## Breakdown
The provided code snippet defines a function named `hasDefinedKey` in Luau, which is a dialect of Lua used in R... |
query code to breakdown:
--Powertrain
wait()
function Auto()
local maxSpin = 0
if Rear.Wheel.RotVelocity.Magnitude > maxSpin then
maxSpin = Rear.Wheel.RotVelocity.Magnitude
end
if _IsOn then
if _CGear == 0 and not _Tune.NeutralRev then
_CGear = 1
_ClPressing = false
end
if _CGear >= 1 then
if (_CG... |
Start by breaking down the code basically step by step:
--- 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.X
and ... |
code:
--[=[
@return Promise
Returns a promise that is resolved once Knit has started. This is useful
for any code that needs to tie into Knit services but is not the script
that called `Start`.
```lua
Knit.OnStart():andThen(function()
local MyService = Knit.Services.MyService
MyService:DoSomething()
end):cat... |
important code input to explain step by step:
--[[
___ _______ _
/ _ |____/ ___/ / ___ ____ ___ (_)__
/ __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-<
/_/ |_| \___/_//_/\_,_/___/___/_/___/
SecondLogic @ Inspare
]]
local car = script.Parent.Car.Value
local vl = script.Parent.Values
... |
code instruction:
-- Move ScreenGuis into PlayerGui:
local shouldRemove = true
for i, v in ipairs(guis:GetChildren()) do
if v:IsA("LayerCollector") and v.ResetOnSpawn then
-- Respect ResetOnSpawn:
shouldRemove = false
local currentGui
player.CharacterAdded:Connect(function()
if currentGui then
currentGu... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-- Modules
Utils = require(SharedModules:WaitForChild("Utilities"))
explanation of the code:
## Breakdown
The provided code is written in Luau, which is the scripting language used in Roblox for creating interactive e... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-- [[ Update ]]--
function OrbitalCamera:Update(dt: number): (CFrame, CFrame)
local now = tick()
local timeDelta = (now - self.lastUpdate)
local userPanningTheCamera = CameraInput.getRotation() ~= ... |
code instruction:
-- Events and Values
local events = ReplicatedStorage.Events
local displayValues = ReplicatedStorage.DisplayValues
local roundEnd = events.RoundEnd
local playersLeft = displayValues.PlayersLeft
code breakdown:
## Breakdown
The provided Luau code snippet is designed to define local variables that r... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--- Same as indexing, but uses an incremented number as a key.
-- @param task An item to clean
-- @treturn number taskId
function Maid:GiveTask(task)
assert(task)
local taskId = #self._tasks + 1
se... |
code:
--[=[
@param name string
@param priority number
@param fn (dt: number) -> ()
Calls `RunService:BindToRenderStep` and registers a function in the
trove that will call `RunService:UnbindFromRenderStep` on cleanup.
```lua
trove:BindToRenderStep("Test", Enum.RenderPriority.Last.Value, function(dt)
-- Do som... |
Start by breaking down the code basically step by step:
--[=[
Whenever the last brio dies, reemit it as a dead brio
@return (source Observable<Brio<T>>) -> Observable<Brio<T>>
]=]
function RxBrioUtils.reemitLastBrioOnDeath()
return function(source)
return Observable.new(function(sub)
local maid = Maid.new()
... |
input_code:
--Night12207
wait(1)
local character = script.Parent
character.HumanoidRootPart.Touched:Connect(function(hit)
if hit:IsA("") and hit.Locked == false then
hit.CanCollide = false
wait(5)
hit.CanCollide = true
else
print("Child is not a basePart or is Locked")
end
end)
output:
## Breakdown
The p... |
query code to breakdown:
--Mobile Handbrake System
local MobileHandbrake = false
if InputHandler.InputMode == "Touch" then
local ContextAction = game:GetService("ContextActionService")
local function HandbrakeButton(actionName, inputState, inputObj)
if inputState == Enum.UserInputState.Begin then
MobileHandbrake... |
Start by breaking down the code basically step by step:
--Made by Luckymaxer
Model = script.Parent
Debris = game:GetService("Debris")
FadeRate = 0.05
Rate = (1 / 15)
Removing = false
function RemoveModel()
if Removing then
return
end
local Parts = {}
for i, v in pairs(Model:GetChildren()) do
if v:IsA("Mode... |
Start by breaking down the code basically step by step:
--end
local function wear(player, description)
assert(typeof(description) == "Instance" and description:IsA("HumanoidDescription"))
local cache = outfitCache[player]
if not cache then
return
end
local humanoid = getHumanoid(player)
if not humanoid then
... |
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