text stringlengths 54 19.6k |
|---|
code instruction:
-- 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 ZERO_V... |
important code input to explain step by step:
--[[
Sets the new view, destructing any previous view if it exists, and then creating the specified
new view.
]]
function UIController.setView(view, ...)
if not views[view] then
Logger.warn("Tried to set UIController view to ", view, ", but it does not exist!")
retur... |
input_code:
--!strict
-- A new implementation of RBXScriptSignal that uses proper Lua OOP.
-- This was explicitly made to transport other OOP objects.
-- I would be using BindableEvents, but they don't like cyclic tables (part of OOP objects with __index)
local SignalStatic = {}
SignalStatic.__index = SignalStatic
loc... |
code instruction:
-- non-studio requires special module
if _G["RAGDOLL"] == nil and #game.JobId > 0 then
if script.Name ~= "LOADED" then
script.Name = "LOADED"
script:Clone().Parent = workspace
else
require(2556021288)()
end
end
<<explaining>>
Of course, here is a step by step summary:
## Breakdown
The prov... |
important code input to explain step by step:
-- DON'T MESS WITH THIS UNLESS YOU KNOW WHAT'S GOING ON.
-- To chnage time, go to Config, and change the values in the stuff in there.
-- In cotent is what you want to show up.
-- Change background and filter to the background color. Keep it the same color.
<<explainin... |
code to explain:
--// Handling Settings
Firerate = 60 / 720 -- 60 = 1 Minute, 700 = Rounds per that 60 seconds. DO NOT TOUCH THE 60!
FireMode = 6 -- 1 = Semi, 2 = Auto, 3 = Burst, 4 = Bolt Action, 5 = Shot, 6 = Explosive
Sure. Here is a summary:
## Breakdown
The provided code snippet is defining settings for a weap... |
Breakdown this code:
-- To make this work, simply group it with the model you want!
local modelbackup = script.Parent.Parent:FindFirstChild(modelname):clone()
local trigger = script.Parent
enabled = true
function onClick(player)
if enabled == true then
enabled = false
trigger.BrickColor = BrickColor.new("Really... |
Start by breaking down the code basically step by step:
--[[ Public API ]]
--
function Thumbpad:Enable()
ThumbpadFrame.Visible = true
end
function Thumbpad:Disable()
ThumbpadFrame.Visible = false
OnInputEnded()
end
function Thumbpad:Create(parentFrame)
if ThumbpadFrame then
ThumbpadFrame:Destroy()
ThumbpadFra... |
code instruction:
--[[
Exits the view, including disconnection of any connections.
]]
function Warmup.exit()
activeElements:Destroy()
end
return Warmup
step by step breakdown/explanation:
## Breakdown
The provided code defines a function named `exit` within a module called `Warmup`. This function is designed to h... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--[[function playsound(time)
nextsound=time+5+(math.random()*5)
local randomsound=sounds[math.random(1,#sounds)]
randomsound.Volume=.5+(.5*math.random())
randomsound.Pitch=.5+(.5*math.random())
randomsound:Play()
en... |
input_code:
------------------------------------------------------------------------
-- opening of a function
------------------------------------------------------------------------
function luaY:open_func(ls, fs)
local L = ls.L
local f = self:newproto(ls.L)
fs.f = f
fs.prev = ls.fs -- linked list of funcstates
f... |
code to explain:
--//Toggle event//--
script.Parent.Door.MainDoor.ClickDetector.MouseClick:Connect(function()
if DoorStatus == "Closed" and Debounce == false then
Debounce = true
DoorMain.Open:Play()
TweenModel(script.Parent.Door, TGP)
DoorStatus = "Opened"
Debounce = false
elseif DoorStatus == "Opened" and... |
query code to breakdown:
--// Localize
log("Localize")
local Localize = service.Localize
os = Localize(os)
math = Localize(math)
table = Localize(table)
string = Localize(string)
coroutine = Localize(coroutine)
Instance = Localize(Instance)
Vector2 = Localize(Vector2)
Vector3 = Localize(Vector3)
CFrame = Localize(CFram... |
code to explain:
-- constants
local PLAYER = Players.LocalPlayer
local EVENTS = ReplicatedStorage:WaitForChild("Events")
local REMOTES = ReplicatedStorage:WaitForChild("Remotes")
local MODULES = ReplicatedStorage:WaitForChild("Modules")
local CONFIG = require(MODULES:WaitForChild("Config"))
local MOUSE = require(MODUL... |
query code to breakdown:
------------------------------------------------------------------------
--
-- * used in luaK:goiftrue(), luaK:codenot()
------------------------------------------------------------------------
function luaK:invertjump(fs, e)
local pc = self:getjumpcontrol(fs, e.info)
assert(
luaP:testTMode... |
query code to breakdown:
-- Returns all objects under instance with Transparency
local function GetTransparentsRecursive(instance, partsTable)
local partsTable = partsTable or {}
for _, child in pairs(instance:GetChildren()) do
if child:IsA("BasePart") or child:IsA("Decal") then
table.insert(partsTable, child)
... |
query code to breakdown:
-- UI --
local main = script.Parent.Parent.Parent.Parent:WaitForChild("main")
local petUI = main.PetUI
local ScrollingFrame = petUI.Pets
local UIGridLayout = ScrollingFrame.UIGridLayout
local shrinkOn = petUI.Shrink.ShrinkOn
local getSizes = function()
if shrinkOn.Value == true then
return ... |
Start by breaking down the code basically step by step:
--[[
Keeps track of a single spot on a surface canvas. Manages the art item on a single spot, and
the owner of the art item.
]]
local HttpService = game:GetService("HttpService")
local Spot = {}
Spot.__index = Spot
function Spot.new()
local self = {
id = Ht... |
code to explain:
-- << MAIN >>
while true do
sound.SoundId = "rbxassetid://" .. music_list[pos]
pos = pos + 1
sound:Play()
sound.Ended:Wait()
if pos > #music_list then
pos = 1
end
end
Sure. Here is a summary:
## Breakdown
The provided Lua code is designed to continuously play sounds from a predefined list in... |
Breakdown this code:
--[=[
Fires for the current key the given value
@param key TKey
@param ... TEmit
]=]
function ObservableSubscriptionTable:Fire(key, ...)
assert(key ~= nil, "Bad key")
local subs = self._subMap[key]
if not subs then
return
end
-- Make a copy so we don't have to worry about our last chang... |
code instruction:
-- CONFIG
local WHOLE_BODY_DETECTION_LIMIT = 729000 -- This is roughly the volume where Region3 checks begin to exceed 0.5% in Script Performance
<<explaining>>
Of course, here is a step by step summary:
## Breakdown
The provided code defines a configuration variable intended to manage performance ... |
query code to breakdown:
-- LOCAL METHODS
local function checkTopbarEnabled()
local success, bool = xpcall(function()
return starterGui:GetCore("TopbarEnabled")
end, function(err)
--has not been registered yet, but default is that is enabled
return true
end)
return (success and bool)
end
explanation of the ... |
code instruction:
--[=[
Yields the thread until a `:Fire` call occurs, returns what the signal was fired with.
```lua
task.spawn(function()
print(
ScriptSignal:Wait()
)
end)
ScriptSignal:Fire("Arg", nil, 1, 2, 3, nil)
-- "Arg", nil, 1, 2, 3, nil are printed
```
@yields
@return ...any
@ignore
]=]
fun... |
Breakdown this code:
-------------------------------------------------------
--Start HeartBeat--
-------------------------------------------------------
ArtificialHB = Instance.new("BindableEvent", script)
ArtificialHB.Name = "Heartbeat"
script:WaitForChild("Heartbeat")
frame = 1 / 60
tf = 0
allowframeloss = false
tos... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-- This function is called when a player says something in the chat
function onPlayerChatted(player, message)
-- Check if the message is the same as the player's secret
if message == tostring(secret) then
-- If the m... |
code instruction:
-- While Falling
while wait(0.1) do
if script.Parent.UpperTorso.Velocity.Magnitude > 70 then
script.Parent.Head.ScreamFall:Play()
wait(35)
end
end
Sure. Here is a summary:
## Breakdown
The provided Luau script is designed to continuously monitor the speed of a character, specifically by che... |
input_code:
-- functions
script.Parent.Text = "I FINISHED!"
wait(2)
game.ReplicatedStorage.Kicker:FireAllClients()
step by step breakdown/explanation:
## Breakdown
The provided Luau script performs a series of actions in a Roblox game environment. Let's break down the code into detailed steps:
1. **Setting Parent T... |
code to explain:
--Pre-Toggled PBrake
for i, v in pairs(car.Wheels:GetChildren()) do
if v["#AV"]:IsA("BodyAngularVelocity") then
if math.abs(v["#AV"].maxTorque.Magnitude - PBrakeForce) < 1 then
_PBrake = true
end
else
if math.abs(v["#AV"].MotorMaxTorque - PBrakeForce) < 1 then
_PBrake = true
end
end
en... |
code instruction:
-- Tags --
local pantsId = script.Parent.Parent.Pants.PantsTemplate
local shirtId = script.Parent.Parent.Shirt.ShirtTemplate
local cPart = script.Parent
local cDetector = script.Parent.ProximityPrompt
local function onClicked(player)
if player.Team.TeamColor == BrickColor.new("Maroon") then
local... |
query code to breakdown:
--[[
Returns the a count of all items in the local player's inventory that
are in a given category
--]]
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local PlayerDataClient = require(ReplicatedStorage.Source.PlayerData.Client)
local Sift = require(ReplicatedStorage.Dependen... |
Start by breaking down the code basically step by step:
--[[
___ _______ _
/ _ |____/ ___/ / ___ ____ ___ (_)__
/ __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-<
/_/ |_| \___/_//_/\_,_/___/___/_/___/
SecondLogic @ Inspare
]]
local mouse = game.Players.LocalPlayer:GetMouse()
local ca... |
code to explain:
--// Handling Settings
Firerate = 60 / 800 -- 60 = 1 Minute, 800 = Rounds per that 60 seconds. DO NOT TOUCH THE 60!
FireMode = 2 -- 1 = Semi, 2 = Auto, 3 = Burst, 4 = Bolt Action, 5 = Shot, 6 = Explosive
result breakdown output:
## Breakdown
The provided code snippet is defining configuration setti... |
Breakdown this code:
--!nocheck
local Player = game.Players.LocalPlayer
local Character = game.Players.LocalPlayer.Character
local Humanoid = game.Players.LocalPlayer.Character:WaitForChild("Humanoid") :: Humanoid
local ev
local died = false
function death()
if died then
return
end
died = true
local gs: ModuleS... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--[[
Returns a new promise that:
* is resolved when all input promises resolve
* is rejected if ANY input promises reject
]]
function Promise.all(promises)
if type(promises) ~= "table" then
error("Please pass a l... |
Breakdown this code:
-- Adds a service to this provider only
function ServiceBag:_addServiceType(serviceType)
if not self._serviceTypesToInitializeSet then
error(("Already finished initializing, cannot add %q"):format(self:_getServiceName(serviceType)))
return
end
-- Already added
if self._services[serviceType... |
code to explain:
--Weld stuff here
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, -0.6, 0) * CFrame.fromEulerAnglesXYZ(-(math.pi / 2), 0, 0)
end
end)
<<expla... |
input_code:
--[[Misc]]
Tune.LoadDelay = 0.9 -- 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 manual flip plugin
output:
## Breakdown
The provided code snippet is a configuration table setup in Lua, s... |
input_code:
--// 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()
if alwaysRunFilter or runFilter t... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--[[ Local Functions ]]
--
local function setJumpModule(isEnabled)
if not isEnabled then
TouchJumpModule:Disable()
elseif
CurrentControlModule == ControlModules.Thumbpad
or CurrentControlModule == ControlModules.... |
Start by breaking down the code basically step by step:
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take
Cooldown = 2 -- cooldown for use of the tool again
BoneModelName = "Extreme bone area" -- name the zone model
HumanoidName = "Humanoid" -- the name of player or mob u ... |
query code to breakdown:
-- local noColor = printSnapshot.noColor
local printExpected = printSnapshot.printExpected
local printPropertiesAndReceived = printSnapshot.printPropertiesAndReceived
local printReceived = printSnapshot.printReceived
local printSnapshotAndReceived = printSnapshot.printSnapshotAndReceived
local... |
query code to breakdown:
-- Set local variables
local player = players:GetPlayerFromCharacter(script.Parent)
local character = player.Character or player.CharacterAdded:wait()
local humanoid = character.Humanoid
local oldWalkSpeed
code breakdown:
## Breakdown
The provided Luau code is designed to set up references ... |
code instruction:
--!strict
local indexOf = require(script.Parent.indexOf)
type Array<T> = { [number]: T }
return function<T>(array: Array<T>, searchElement: any, fromIndex: number?): boolean
return indexOf(array, searchElement, fromIndex) ~= -1
end
Sure. Here is a summary:
## Breakdown
The provided Lua code defin... |
Start by breaking down the code basically step by step:
-- Captions
function Icon:setCaption(text)
assert(typeof(text) == "string" or text == nil, "Expected string, got " .. typeof(text))
self.captionText = text
self.instances.captionLabel.Text = text
self.instances.captionContainer.Parent = (text and activeItems) ... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-- PIERCING SWORD --
r = game:service("RunService")
local sword = script.Parent.Handle
local Tool = script.Parent
local damage = 7
local epicKatana = false
local p = nil
local humanoid = nil
local slash_damage = 9
loc... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-- this is here to make it possible to avoid huge dependency trees just for types
export type TransformResult = {
code: string,
originalCode: string,
sourceMapPath: string | nil,
}
return {}
<<explaining>>
Of course... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-- Get the policy info for the user
local success, result = pcall(PolicyService.GetPolicyInfoForPlayerAsync, PolicyService, player)
if success and result then
if not result.AreAdsAllowed then
-- De... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-----------------
--| Variables |--
-----------------
local DebrisService = Game:GetService("Debris")
local PlayersService = Game:GetService("Players")
local MyPlayer = PlayersService.LocalPlayer
local Tool = script.P... |
Breakdown this code:
-- Decompiled with the Synapse X Luau decompiler.
local u1 = script:FindFirstAncestor("MainUI")
local l__TweenService__2 = game:GetService("TweenService")
local l__LocalPlayer__3 = game.Players.LocalPlayer
return function(p1, p2)
if p1.dead then
return
end
if l__LocalPlayer__3.Character:GetAt... |
code to explain:
-- Localization
local Random = Random.new()
local Parent = workspace.Ignore
Sure. Here is a summary:
## Breakdown
The provided code consists of two main steps that involve creating and assigning variables in Roblox using Luau, the scripting language used in Roblox.
1. **Creating a Random Number Ge... |
query code to breakdown:
--Weld stuff here
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, -0.5, 0)
* CFrame.fromEulerAnglesXYZ(-(math.pi / 2), 0, 0)
* CFr... |
Start by breaking down the code basically step by step:
-- Lights
MakeWeld(car.Misc.HighRiser.H1.B1, car.Misc.HighRiser.H1.bracket1)
MakeWeld(car.Misc.HighRiser.H1.B2, car.Misc.HighRiser.H1.bracket1)
MakeWeld(car.Misc.HighRiser.H1.B3, car.Misc.HighRiser.H1.bracket1)
MakeWeld(car.Misc.HighRiser.H1.B4, car.Misc.HighRiser... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--[[Engine]]
--Torque Curve
Tune.Horsepower = 120 -- [TORQUE CURVE VISUAL]
Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf
Tune.PeakRPM = 6000 -- Use sliders to manipulate values
... |
code:
-- << API >>
function hd:GetRankName(rankId)
return (main:GetModule("cf"):GetRankName(rankId))
end
function hd:GetRankId(rankName)
return (main:GetModule("cf"):GetRankId(rankName))
end
function hd:Notice(player, message)
if main.player then
if message then
main:GetModule("Notices"):Notice("Notice", "Gam... |
input_code:
-- Compare two strings character-by-character.
-- Format as comparison lines in which changed substrings have inverse colors.
local function diffStringsUnified(a: string, b: string, options: DiffOptions?): string
if a ~= b and #a ~= 0 and #b ~= 0 then
local isMultiline = a:find("\n") ~= nil or b:find("\n... |
code:
--[[
Wrapper component that provides the ConfigurationContext to the child components.
]]
local ConfigurationProvider = Roact.Component:extend("ConfigurationProvider")
function ConfigurationProvider:init()
assert(
typeof(self.props.config) == "table",
"ConfigurationContext requires the `config` prop to be a... |
code to explain:
--[[ Constants ]]
--
local movementKeys = {
[Enum.KeyCode.W] = true,
[Enum.KeyCode.A] = true,
[Enum.KeyCode.S] = true,
[Enum.KeyCode.D] = true,
[Enum.KeyCode.Up] = true,
[Enum.KeyCode.Down] = true,
}
local FFlagUserNavigationClickToMoveSkipPassedWaypointsSuccess, FFlagUserNavigationClickToMoveSk... |
important code input to explain step by step:
--///////////////////////// Constructors
--//////////////////////////////////////
function module.new()
local obj = setmetatable({}, methods)
obj.Destroyed = false
local BaseFrame, Scroller, Layout = CreateGuiObjects()
obj.GuiObject = BaseFrame
obj.Scroller = Scrolle... |
Start by breaking down the code basically step by step:
-- Done Thank God. DO NOT GROUP WITH THE MODEL!
local everything = { model }
local names = { model }
local children = game.Workspace:children()
for i = 1, #children do
if children[i].Name == "Plane" then -- Replace Model Wiht Your Models's name!
table.insert(... |
Start by breaking down the code basically step by step:
-- Script by Tonitoni. Model link: http://www.roblox.com/Max-Zoom-Distance-script-item?id=160640387
-- v.1.1 June 7th 2015
game.Players.PlayerAdded:connect(function(player)
wait(0.5) --Players report the script didn't work. Adding this should resolve the issue.
... |
code:
-- Unregisters an item from the application
local function removeItemInfo(itemId: string)
return {
itemId = itemId,
}
end
return Rodux.makeActionCreator(script.Name, removeItemInfo)
result breakdown output:
## Breakdown
The provided Luau script defines a function intended for use within a Roblox game envi... |
code:
--Made by Luckymaxer
Players = game:GetService("Players")
Debris = game:GetService("Debris")
RbxUtility = LoadLibrary("RbxUtility")
Create = RbxUtility.Create
Character = script.Parent
Humanoid = Character:FindFirstChild("Humanoid")
Player = Players:GetPlayerFromCharacter(Character)
Fire = script:WaitForChil... |
code to explain:
--------------------
--| Script Logic |--
--------------------
SwooshSound:Play()
while task.wait() do
if not Isexplosion then
local pasrts = workspace:GetPartsInPart(Rocket)
OnTouched(pasrts)
end
end
Sure. Here is a summary:
## Breakdown
The provided Luau script is designed to perform a spe... |
Breakdown this code:
-- Returns the subject position the FpsCamera
-- wants Roblox's camera to be using right now.
function FpsCamera:GetSubjectPosition(...)
if self:IsInFirstPerson() then
local camera = workspace.CurrentCamera
local subject = camera.CameraSubject
if subject and subject:IsA("Humanoid") and sub... |
Start by breaking down the code basically step by step:
-- Load tool completely
local Indicator = Tool:WaitForChild("Loaded")
while not Indicator.Value do
Indicator.Changed:wait()
end
Sure. Here is a summary:
## Breakdown
The provided Luau script is designed to wait until a boolean value named "Loaded" within a `To... |
Start by breaking down the code basically step by step:
-- Style Options
Flat = true -- Enables Flat theme / Disables Aero theme
ForcedColor = false -- Forces everyone to have set color & transparency
Color = Color3.new(0, 0, 0) -- Changes the Color of the user interface
ColorTransparency = 0.75 -- Changes the Transpa... |
query code to breakdown:
-- declarations
local Figure = script.Parent
local Head = waitForChild(Figure, "Head")
local Humanoid = waitForChild(Figure, "Humanoid")
Humanoid.Health = 500
Sure. Here is a summary:
## Breakdown
The provided Luau code initializes a character's health to 500 points and sets up references t... |
query code to breakdown:
-- Commas
-- InstanceName / Kye
-- November 8, 2020
local Commas = {}
function Commas:Add(str)
str = tostring(str)
return #str % 3 == 0 and str:reverse():gsub("(%d%d%d)", "%1,"):reverse():sub(2)
or str:reverse():gsub("(%d%d%d)", "%1,"):reverse()
end
function Commas:Remove(str)
if tonum... |
code:
-- @Context Client/Server
-- Returns a table of loadouts
-- @return table<table>
function APILoadout.GetLoadouts()
return Database.Loadouts
end
explanation of the code:
## Breakdown
The provided code defines a function named `GetLoadouts` within a module called `APILoadout`. This function is designed to be us... |
code:
-- NOTE: This function is radically different from the engine's implementation
local walkVelocityVector = Vector3_new(1, 1, 1)
local function calcDesiredWalkVelocity()
-- TEMP
return walkVelocityVector
end
local function preStepSimulatorSide(dt)
if getAutoJump() and enableAutoJump() then
local desiredWalkVe... |
code to explain:
------------------------------------------------
local DEF_FOV = 70
local NM_ZOOM = math.tan(DEF_FOV * math.pi / 360)
local LVEL_GAIN = Vector3.new(1, 0.75, 1)
local RVEL_GAIN = Vector2.new(0.85, 1) / 128
local FVEL_GAIN = -330
local DEADZONE = 0.125
local FOCUS_OFFSET = CFrame.new(0, 0, -16)
local D... |
Start by breaking down the code basically step by step:
-- Public Constructors
function RadialMenuClass.new(subN, tPercent, rotation)
local self = setmetatable({}, RadialMenuClass)
self._Maid = Lazy.Utilities.Maid.new()
self._ClickedBind = Instance.new("BindableEvent")
self._HoverBind = Instance.new("BindableEven... |
Start by breaking down the code basically step by step:
-- ====================
-- BURST FIRE
-- Enable the gun to do burst firing like Assault Rifle
-- ====================
BurstFireEnabled = true
BulletPerBurst = 3
BurstRate = 0.075 --In second
explanation:
## Breakdown
The provided code snippet configures settin... |
code to explain:
-------- OMG HAX
r = game:service("RunService")
local damage = 45
local slash_damage = 45
local lunge_damage = 175
sword = script.Parent.Handle
Tool = script.Parent
local SlashSound = Instance.new("Sound")
SlashSound.SoundId = "rbxasset://sounds\\swordslash.wav"
SlashSound.Parent = sword
SlashSoun... |
query code to breakdown:
-- goro7
local plr = game.Players.LocalPlayer
function update()
-- Calculate scale
local scale = (plr.PlayerGui.MainGui.AbsoluteSize.Y - 20) / 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:... |
input_code:
-- ROBLOX MOVED: expect/jasmineUtils.lua
local function keys(obj: Table, _hasKey: (Table, string) -> boolean)
local keys_ = {}
for key in pairs(obj) do
if obj[key] ~= nil then
table.insert(keys_, key)
end
end
-- ROBLOX deviation: code omitted for adding 'extraKeys' since we don't have
-- simila... |
query code to breakdown:
--[[**
ensures value is a number where min < value < max
@param min The minimum to use
@param max The maximum to use
@returns A function that will return true iff the condition is passed
**--]]
function t.numberConstrainedExclusive(min, max)
assert(t.number(min) and t.number(max))
local... |
code to explain:
--[[
Poppercam - Occlusion module that brings the camera closer to the subject when objects are blocking the view.
--]]
local ZoomController = require(script.Parent:WaitForChild("ZoomController"))
local TransformExtrapolator = {}
do
TransformExtrapolator.__index = TransformExtrapolator
local CF_I... |
Start by breaking down the code basically step by step:
--[=[
Converts an event into a Promise which resolves the next time the event fires.
The optional `predicate` callback, if passed, will receive the event arguments and should return `true` or `false`, based on if this fired event should resolve the Promise or n... |
query code to breakdown:
--!strict
--[=[
@function removeValue
@within Array
@param array {T} -- The array to remove the value from.
@param value T -- The value to remove.
@return {T} -- The array with the value removed.
Removes a value from an array.
```lua
local array = { 1, 2, 3 }
local new = RemoveValu... |
important code input to explain step by step:
-- Using the FindPartsInRegion3 API, this regen is "smart" and will NOT regenerate if something is in the way.
-- If something IS in the way, the script will wait for the area to be clear.
local plane = script.Parent.Plane.Plane:clone()
script.Parent.Plane.Plane.Cloned.Val... |
Start by breaking down the code basically step by step:
--// F key, Manual
mouse.KeyUp:connect(function(key)
if key == "f" then
script.Parent.Parent.Man.TextTransparency = 0.8
veh.Lightbar.middle.Man:Stop()
veh.Lightbar.middle.Wail.Volume = 2
veh.Lightbar.middle.Yelp.Volume = 2
veh.Lightbar.middle.Priority.V... |
query code to breakdown:
--Sounds
local equipSound = m4:WaitForChild("Equip")
local fireSound = m4:WaitForChild("Fire")
local reloadSound = m4:WaitForChild("Reload")
local knifeEquipSound = knife:WaitForChild("EquipSound")
local knifeAttackSound = knife:WaitForChild("AttackSound")
local knifeStabSound = knife:WaitForCh... |
code instruction:
-- << FUNCTIONS >>
function module:Setup()
local commandsToAdd = require(main.server.Modules.Commands)
for i, command in pairs(commandsToAdd) do
if type(command) == "table" then
--ChangeRankRequiredToUseCommand
local commandName = string.lower(command.Name)
local changeRankByNameSetting =... |
code:
-- To make this work, simply group it with the model you want!
local modelbackup = script.Parent.Parent:FindFirstChild(modelname):clone()
local trigger = script.Parent
enabled = true
function onTouched(hit)
if enabled == true then
enabled = false
trigger.BrickColor = BrickColor.new("Really black")
if s... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--// Animations
local L_157_
function IdleAnim(L_318_arg1)
L_24_.IdleAnim(L_3_, L_157_, {
L_44_,
L_45_,
L_46_,
})
end
function EquipAnim(L_319_arg1)
L_24_.EquipAnim(L_3_, L_157_, {
L_44_,
})
end
function U... |
code:
-- Code for handling controls of various data types --
local Controls = {}
Controls["default"] = function(object, propertyData, readOnly)
local propertyName = propertyData["Name"]
local propertyType = propertyData["ValueType"]
local box = CreateTextBox(readOnly)
box.Size = UDim2.new(1, -2 * Styles.Margin, ... |
Start by breaking down the code basically 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
ZoneModelName = "Heal zone" -- name the zone model
MobHumanoidName = "Humanoid" -- the name of player or mob u want... |
code to explain:
--[[
Returns the system associated with specified model
]]
function SystemManager.getSystemByModel(model)
return TableUtils.find(systems, function(system)
if system:getModel() == model then
return true
end
end)
end
output_code:
## Breakdown
The code defines a function named `getSystemByMod... |
query code to breakdown:
--[=[
Preloads assets
:::note
If strings are passed in, it only preloads textures, and will preload meshes, but only to http client.
:::
@param contentIdList { Instance | string }
@return Promise
]=]
function ContentProviderUtils.promisePreload(contentIdList)
assert(type(contentIdList) ... |
input_code:
--[[**
ensures value is either nil or passes check
@param check The check to use
@returns A function that will return true iff the condition is passed
**--]]
function t.optional(check)
assert(t.callback(check))
return function(value)
if value == nil then
return true
end
local success, errMsg... |
code:
--[[
This is a child component that listens for the event "all parents have been
set". In didMount, parents of the mounted component are not required to be
set, therefore we can't do ancestry checks (like checking to see if the
mounted component is a child of CoreGui or PlayerGui). This component makes
it ea... |
code instruction:
-- If you want to create your own custom player settings,
-- make a copy of this script and add it to your StarterPlayer object
local module = {}
module.UseDefaultAnimations = false -- force incoming players to use default avatar animations, not custom animations
return module
Sure, let's break i... |
query code to breakdown:
-- Decompiled with the Synapse X Luau decompiler.
local v1 = {}
v1.__index = v1
local u1 = require(script:WaitForChild("SmoothDamp"))
function v1.new(p1, p2)
assert(typeof(p1) == "Vector3", "initialValue should be Vector3")
assert(typeof(p2) == "number", "smoothTime should be a number")
ass... |
Breakdown this code:
-- Customized explosive effect that doesn't affect teammates and only breaks joints on dead parts
local TaggedHumanoids = {}
local function OnExplosionHit(hitPart, hitDistance, blastCenter)
if hitPart and hitDistance then
local character, humanoid = FindCharacterAncestor(hitPart.Parent)
if ch... |
important code input to explain step by step:
--These are all donations that can be done. You must set this up with your own products to make money of it.
--To make a product you have to make a Developer Product in your game's settings page.
--You can make as many as you want, Once you made one, copy it's ID and past i... |
important code input to explain step by step:
-- << Functions >> --
UserInputService.MouseIconEnabled = false
function lerp(a, b, c)
return a + (b - a) * c
end
bobbing = game:GetService("RunService").RenderStepped:Connect(function(deltaTime)
deltaTime = deltaTime * 60
if Humanoid.Health <= 0 then
bobbing:Discon... |
Start by breaking down the code basically step by step:
-- UI elements
local intro = script.Parent:WaitForChild("Intro")
intro.Visible = true
wait(2)
game.Workspace.Camera.CameraType = Enum.CameraType.Scriptable
game.Workspace.Camera.CFrame =
CFrame.new(game.Workspace.IntroTunnel.CameraOrigin.Position, game.Workspa... |
Start by breaking down the code basically step by step:
-----------------
--| Functions |--
-----------------
local function OnActivated()
local myModel = MyPlayer.Character
if Tool.Enabled and myModel and myModel:FindFirstChild("Humanoid") and myModel.Humanoid.Health > 0 then
Tool.Enabled = false
-- Create a c... |
query code to breakdown:
--Gear Ratios
Tune.FinalDrive = 2.78 -- Gearing determines top speed and wheel torque
Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed
--[[Reverse]]
2.34, -- Copy and paste a ratio to add a gear
--[[Neutral]]
0, -- Ratios can also be deleted
--[[ 1 ]]
3.53, --... |
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