text
stringlengths
54
19.6k
input_code: --[=[ Observes all children of a specific class @param parent Instance @param className string @return Observable<Instance> ]=] function RxInstanceUtils.observeChildrenOfClassBrio(parent, className) assert(typeof(parent) == "Instance", "Bad parent") assert(type(className) == "string", "Bad className"...
code to explain: --Automatic Gauge Scaling if autoscaling then local Drive = {} if _Tune.Config == "FWD" or _Tune.Config == "AWD" then if car.Wheels:FindFirstChild("FL") ~= nil then table.insert(Drive, car.Wheels.FL) end if car.Wheels:FindFirstChild("FR") ~= nil then table.insert(Drive, car.Wheels.FR) e...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --- if script.Parent.Parent.Parent.IsOn.Value then script.Parent.Parent:TweenPosition( UDim2.new(0, 0, 0, 0), Enum.EasingDirection.InOut, Enum.EasingStyle.Quad, 1, true ) end script.Parent.Parent.Parent.IsOn...
Start by breaking down the code basically step by step: --//Limits//-- if InductionPartSize < 0 then InductionPartSize = 0 elseif InductionPartSize > 5 then InductionPartSize = 5 end if WeightDistribution < 0 then WeightDistribution = 0 elseif WeightDistribution > 100 then WeightDistribution = 100 end if Steering...
code to explain: --[[ Shorthand for an andThen handler that returns the given value. ]] function Promise.prototype:andThenReturn(...) local length, values = pack(...) return self:_andThen(debug.traceback(nil, 2), function() return unpack(values, 1, length) end) end Promise.prototype.AndThenReturn = Promise.protot...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --PlayerClick1 ClickDetector1.MouseClick:Connect(function() if Ready == true then if Open == false then Ready = false Open = true OpenSound:Play() OpenTween:Play() OpenTween1:Play() ...
query code to breakdown: ------------------------------------------------------------------------ local enabled = false local function ToggleFreecam() if enabled then StopFreecam() else StartFreecam() end enabled = not enabled end Camera.CFrame = CFrame.new(Vector3.new(0, 150, 0), Vector3.new(0, 0, 0)) Start...
important code input to explain step by step: --// Event Connections L_90_.OnClientEvent:connect(function(L_275_arg1, L_276_arg2) if L_275_arg1 ~= L_2_ then local L_277_ = L_275_arg1.Character local L_278_ = L_277_.AnimBase.AnimBaseW local L_279_ = L_278_.C1 if L_276_arg2 then L_102_(L_278_, nil, L_277_.Hea...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -------------------------------------------------------------------------- local _WHEELTUNE = { --[[ SS6 Presets [Eco] WearSpeed = 1, TargetFriction = .7, MinFriction = .1, [Road] ...
code: --//=================================\\ --|| SAZERENOS' ARTIFICIAL HEARTBEAT --\\=================================// ArtificialHB = Instance.new("BindableEvent", script) ArtificialHB.Name = "ArtificialHB" script:WaitForChild("ArtificialHB") frame = 1 / 60 tf = 0 allowframeloss = false tossremainder = false las...
code instruction: -- CONSTRUCTORS function Zone.new(container) local self = {} setmetatable(self, Zone) -- Validate container local INVALID_TYPE_WARNING = "The zone container must be a model, folder, basepart or table!" local containerType = typeof(container) if not (containerType == "table" or containerType == ...
Start by breaking down the code basically step by step: --[=[ Observes visibility @param basicPane BasicPane @return Observable<boolean> ]=] function BasicPaneUtils.observeVisible(basicPane) assert(BasicPane.isBasicPane(basicPane), "Bad BasicPane") return Observable.new(function(sub) local maid = Maid.new() ...
Breakdown this code: --[=[ Switch map but for brios. The resulting observable will be disconnected on the end of the brio's life. @deprecated 3.6.0 -- This method does not wrap the resulting value in a Brio, which can sometimes lead to leaks. @param project (value: TBrio) -> TProject @return (source: Observable<B...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --thank to Sinahi for making the beautiful flag! --https://www.roblox.com/Wavin-Flag-item?id=440874100 local rbx = "rbxassetid://" local flagids = { 440821546, 440821646, 440821766, 440822311, 440823132, 440823493...
code instruction: --Edit if you want to have a server check if collisions are enabled or disabled---------- local function GetCollisions(Name) return true end Sure. Here is a summary: ## Breakdown The provided code defines a simple function in Luau, which is the scripting language used in Roblox. This function is n...
input_code: -- Note: The active transparency controller could be made to listen for this event itself. function CameraModule:OnCameraSubjectChanged() local camera = workspace.CurrentCamera local cameraSubject = camera and camera.CameraSubject if self.activeTransparencyController then self.activeTransparencyContro...
Breakdown this code: --[=[ Returns whether the value is a basic pane @param value any @return boolean ]=] function BasicPane.isBasicPane(value) return type(value) == "table" and Maid.isMaid(value._maid) and Signal.isSignal(value.VisibleChanged) and type(value.SetVisible) == "function" and type(value.IsVisib...
input_code: --/Recoil Modification module.camRecoil = { RecoilUp = 0.9, RecoilTilt = 1, RecoilLeft = 1.05, RecoilRight = 1.05, } module.gunRecoil = { RecoilUp = 0.9, RecoilTilt = 1, RecoilLeft = 1.05, RecoilRight = 1.05, } module.AimRecoilReduction = 1 module.AimSpreadReduction = 1 module.MinRecoilPower = 1 ...
input_code: --[[ A function to return a unique ID, used for search results ]] local lastId = 0 return function() lastId = lastId + 1 return lastId end <<explaining>> Of course, here is a step by step summary: ## Breakdown The provided code defines a function that generates and returns a unique ID each time it i...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[ Constants ]] -- local DPAD_SHEET = "rbxasset://textures/ui/DPadSheet.png" local COMPASS_DIR = { Vector3.new(1, 0, 0), -- E Vector3.new(1, 0, 1).unit, -- SE Vector3.new(0, 0, 1), -- S Vector3....
code to explain: -- / Round Assets / -- local RoundAssets = game.ServerStorage.RoundAssets local Scripts = RoundAssets.Scripts output: ## Breakdown The provided Luau script performs two main actions to reference and organize specific assets within a Roblox game environment. Here's a step-by-step breakdown of what t...
important code input to explain step by step: -------------------------------------- local _roleStages = { Lobby = { "Lobby" }, Queue = { "Queue" }, Gameplay = { "Waiting", "Gameplay", "EndGame" }, } local conf = { debug_mode = false, stages = _roleStages.Queue, modes = { DEFAULT = { title = "Last One Stan...
code: --[[ Recalculates this Computed's cached value and dependencies. Returns true if it changed, or false if it's identical. ]] function class:update(): boolean -- remove this object from its dependencies' dependent sets for dependency in pairs(self.dependencySet) do dependency.dependentSet[self] = nil end -...
Start by breaking down the code basically step by step: -- / Workspace Assets / -- local GameHolder = game.Workspace.GameHolder local GamemodesMapHolder = GameHolder.GamemodesMapHolder local GameAssetsHolder = GameHolder.GameAssetsHolder local Lobby = game.Workspace.Lobby -- / Game Assets / -- local GameAssets = game...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[ if your changing the DataStore name from LB to anything else you should change it inside the LeaderboardHandler too ]] -- local leaderboardDS = ds:GetOrderedDataStore("LB") players.Player...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[Drivetrain]] Tune.Config = "RWD" --"FWD" , "RWD" , "AWD" --Differential Settings Tune.FDiffSlipThres = 50 -- 1 - 100% (Max threshold of applying full lock determined by deviation from avg spee...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- << SETUP >> --Autosave spawn(function() while wait(autosaveInterval) do for player, pdata in pairs(main.pd) do if main.players:FindFirstChild(player.Name) == nil then pdata = nil else savePlayerData(p...
code instruction: -- Function to periodically save player data local function autoSave() while wait(AUTOSAVE_INTERVAL) do print("Saving") for playerUserId, data in pairs(sessionData) do savePlayerData(playerUserId) end end end output: ## Breakdown The provided code defines a function named `autoSave` that...
code: --------------------) Settings Damage = 0 -- the ammout of health the player or mob will take Cooldown = 1 -- cooldown for use of the tool again BoneModelName = "Ray zone" -- name the zone model HumanoidName = "Humanoid" -- the name of player or mob u want to damage explanation of the code: ## Breakdown The...
Breakdown this code: --Made by Luckymaxer Tool = script.Parent Main = Tool:WaitForChild("Main") FX = Main:WaitForChild("FX") Handle = Tool:WaitForChild("Handle") Light = Handle:WaitForChild("Light") Recoil = script:WaitForChild("Recoil") Players = game:GetService("Players") Debris = game:GetService("Debris") CastLas...
query code to breakdown: -------------------------------------------------------------------------- local _WHEELTUNE = { --[[ SS6 Presets [Eco] WearSpeed = 1, TargetFriction = .7, MinFriction = .1, [Road] WearSpeed = 2, TargetFriction = .7, MinFriction = .1, [Sport] WearSpeed = 3, TargetF...
code to explain: --- if script.Parent.Parent.Parent.IsOn.Value then script.Parent.Parent:TweenPosition( UDim2.new(0, 0, 0, 0), Enum.EasingDirection.InOut, Enum.EasingStyle.Quad, 1, true ) end script.Parent.Parent.Parent.IsOn.Changed:connect(function() if script.Parent.Parent.Parent.IsOn.Value then scrip...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --edit the function below to return true when you want this response/prompt to be valid --player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data r...
code: --[[ Returns the room associated with the window ]] function RoomManager.getRoomByWindow(windowPart) local rooms = RoomManager.getRooms() return TableUtils.find(rooms, function(room) if room:hasWindow(windowPart) then return true end end) end code breakdown: ## Breakdown The provided Lua code defin...
important code input to explain step by step: -- Arm And Leg character.LeftUpperArm.CustomPhysicalProperties = PhysicalProperties.new(Ds, Fr, El, FrW, ElW) character.RightUpperArm.CustomPhysicalProperties = PhysicalProperties.new(Ds, Fr, El, FrW, ElW) character.RightUpperLeg.CustomPhysicalProperties = PhysicalProperti...
code instruction: --[[ Function called upon entering the state - cleans up the previous game ]] function ServerPostGame.onEnter(stateMachine, event, from, to) SystemManager.destroySystems() for _, child in pairs(workspace.Tools:GetChildren()) do child:Destroy() end wait(8) stateMachine:beginNextGame() end r...
Breakdown this code: --edit the below function to execute code when this response is chosen OR this prompt is shown --player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data return function(player, dialogueFolder) local plrData = require(game.ReplicatedStorage.Sourc...
query code to breakdown: --[=[ @class RxValueBaseUtils ]=] local require = require(script.Parent.loader).load(script) local RxInstanceUtils = require("RxInstanceUtils") local RxBrioUtils = require("RxBrioUtils") local RxValueBaseUtils = {} code breakdown: ## Breakdown 1. **Module Declaration and Documentation**:...
Start by breaking down the code basically step by step: ------------------------------------------------------------------------ -- dump constant pool from function prototype -- * bvalue(o), nvalue(o) and rawtsvalue(o) macros removed ------------------------------------------------------------------------ function luaU...
important code input to explain step by step: -- Function to enable dragging for an image button local function enableDragging(button) local dragging = false local dragStartPos local offset local function onMouseButton1Down(x, y) dragging = true dragStartPos = button.AbsolutePosition offset = Vector2.new(x, y...
important code input to explain step by step: --!strict return { charCodeAt = require(script.charCodeAt), endsWith = require(script.endsWith), findOr = require(script.findOr), includes = require(script.includes), lastIndexOf = require(script.lastIndexOf), slice = require(script.slice), split = require(script.spl...
query code to breakdown: -- Decompiled with the Synapse X Luau decompiler. local v1 = {} local l__ReplicatedStorage__2 = game.ReplicatedStorage local v3 = require(game.ReplicatedStorage.Modules.Lightning) local v4 = require(game.ReplicatedStorage.Modules.Xeno) local v5 = require(game.ReplicatedStorage.Modules.CameraSh...
code instruction: ----------------------- --| Local Functions |-- ----------------------- local function LimbBehavior(castPoints) for limb, _ in pairs(TrackedLimbs) do castPoints[#castPoints + 1] = limb.Position end end local function MoveBehavior(castPoints) for i = 1, MOVE_CASTS do local position, velocity =...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[ Executes all enqueued tasks, and clears out the task lists ready for new tasks. ]] function Scheduler.runTasks() -- if no tasks were enqueued, exit early if not willUpdate then return end ...
Breakdown this code: -- Public function Maid:GiveTask(task) local index = #self._tasks + 1 self._tasks[index] = task return function() self._tasks[index] = nil end end function Maid:GiveTasks(...) for _, task in next, { ... } do self:GiveTask(task) end end function Maid:DoCleaning() for index, task in ne...
important code input to explain step by step: --= Variables =-- local camera = game.Workspace.CurrentCamera local TweeningService = game:GetService("TweenService") local UIS = game:GetService("UserInputService") local Bar = script.Parent:WaitForChild("STMBackground"):WaitForChild("Bar") local player = game.Players...
query code to breakdown: ---------------------------------------------------------------| ---------------------------------------------------------------| ---------------------------------------------------------------| local Debris = game.Debris local Engine = game.ReplicatedStorage:WaitForChild("ACS_Engine") local E...
code instruction: --[[ Loads all ModuleScripts within the given parent. Loader.LoadChildren(parent: Instance): module[] Loader.LoadDescendants(parent: Instance): module[] --]] local Loader = {} function Loader.LoadChildren(parent) local modules = {} for _, child in ipairs(parent:GetChildren()) do if child:I...
code instruction: -- * UnOpr is used by luaK:prefix's op argument, but not directly used -- because the function receives the symbols as strings, e.g. "OPR_NOT" luaK.UnOpr = { OPR_MINUS = 0, OPR_NOT = 1, OPR_LEN = 2, OPR_NOUNOPR = 3, } result breakdown output: ## Breakdown The provided code snippet is written ...
code instruction: -- Called when character is about to be removed function Poppercam:CharacterRemoving(character, player) end function Poppercam:OnCameraSubjectChanged(newSubject) end return Poppercam explanation of the code: ## Breakdown The provided code defines a basic structure for a class named `Poppercam` in...
query code to breakdown: -- Generate a string that will highlight the difference between two values -- with green and red. (similar to how github does code diffing) -- eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types local function diff(a: any, b: any, options: DiffOptions?): string? if Objec...
Start by breaking down the code basically step by step: -- Customization AntiTK = false -- Set to false to allow TK and damaging of NPC, true for no TK. (To damage NPC, this needs to be false) MouseSense = 0.5 CanAim = false -- Allows player to aim CanBolt = false -- When shooting, if this is enabled, the bolt will m...
code to explain: --[[Weld functions]] local JS = game:GetService("JointsService") local PGS_ON = workspace:PGSIsEnabled() function MakeWeld(x, y, type, s) if type == nil then type = "Weld" end local W = Instance.new(type, JS) W.Part0 = x W.Part1 = y W.C0 = x.CFrame:inverse() * x.CFrame W.C1 = y.CFrame:invers...
code to explain: --[[ Set of keys for fields that are internal to Bindings ]] local InternalData = Symbol.named("InternalData") local bindingPrototype = {} bindingPrototype.__index = bindingPrototype bindingPrototype.__tostring = function(self) return ("RoactBinding(%s)"):format(tostring(self[InternalData].value)) e...
code instruction: --///////////////// Internal-Use Methods --////////////////////////////////////// --DO NOT REMOVE THIS. Chat must be filtered or your game will face --moderation. function methods:InternalApplyRobloxFilter(speakerName, message, toSpeakerName) --// USES FFLAG if RunService:IsServer() then -- and not R...
Breakdown this code: -- Set up the event handlers for the ImageButton icons in the DockShelf local icons = dockShelf:GetChildren() for _, icon in ipairs(icons) do if icon:IsA("ImageButton") then icon.MouseButton1Click:Connect(function() toggleWindow(icon) end) end end Sure. Here is a summary: ## Breakdown T...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[Engine]] --Torque Curve Tune.Horsepower = 7000 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 500 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 10000 -- Use sliders to manipulate values Tune.Redline = 100...
important code input to explain step by step: -- Initialize the tool local CollisionTool = { Name = "Collision Tool", Color = BrickColor.new("Really black"), } explanation: ## Breakdown The provided code snippet is written in Luau, a statically typed dialect of Lua used in Roblox for scripting. The code initializ...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Update. Called every frame after the camera movement step function Invisicam:Update() -- Bail if there is no Character if not Character then return end -- Make sure we still have a HumanoidR...
code instruction: -------- OMG HAX r = game:service("RunService") local damage = 5 local slash_damage = 12 sword = script.Parent.Handle Tool = script.Parent local SlashSound = Instance.new("Sound") SlashSound.SoundId = "http://www.roblox.com/Asset/?ID=11949128" SlashSound.Parent = sword SlashSound.Volume = 0.7 fu...
important code input to explain step by step: --Audio local soundBank = game.ServerStorage.Sounds.NPC.Banto:GetChildren() banto.Health.Changed:connect(function() local hitSound = soundBank[math.random(1, #soundBank)]:Clone() hitSound.Parent = banto.PrimaryPart hitSound.PlayOnRemove = true wait() hitSound:Destroy()...
query code to breakdown: --[=[ @interface Extension @within Component .ShouldExtend ExtensionShouldFn? .ShouldConstruct ExtensionShouldFn? .Constructing ExtensionFn? .Constructed ExtensionFn? .Starting ExtensionFn? .Started ExtensionFn? .Stopping ExtensionFn? .Stopped ExtensionFn? An extension allows the ab...
code: --[[Drivetrain]] Tune.Config = "AWD" --"FWD" , "RWD" , "AWD" --Differential Settings Tune.FDiffSlipThres = 50 -- 1 - 100% (Max threshold of applying full lock determined by deviation from avg speed) Tune.FDiffLockThres = 50 -- 0 - 100% (0 - Bias toward slower wheel, 100 - Bias toward faster wheel) Tune.RDi...
Start by breaking down the code basically step by step: --Dont worry about these, but do not change anything under here cc.CameraType = Enum.CameraType.Scriptable cc.CFrame = pc.CFrame step by step breakdown/explanation: ## Breakdown The provided code snippet configures the camera in a Roblox game to be scriptable ...
input_code: ---[[ Window Settings ]] module.MinimumWindowSize = UDim2.new(0.3, 0, 0.25, 0) module.MaximumWindowSize = UDim2.new(1, 0, 1, 0) -- if you change this to be greater than full screen size, weird things start to happen with size/position bounds checking. module.DefaultWindowPosition = UDim2.new(0, 0, 0.03, 2) ...
query code to breakdown: --[=[ Adds a callback to be called before save on removal @param callback function -- May return a promise ]=] function PlayerDataStoreManager:AddRemovingCallback(callback) table.insert(self._removingCallbacks, callback) end result breakdown output: ## Breakdown The provided code is a met...
important code input to explain step by step: --MainScript repeat local Code1 = script.Parent.Code local EnteredCode1 = script.Parent.EnteredCode wait() until Code1.Value == EnteredCode1.Value and Ready == true AddButton1.Script:Destroy() AddButton1.ClickDetector:Destroy() AddButton1.Size = Size AddButton1.Material ...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[ Sets the position of the internal springs, meaning the value of this Spring will jump to the given value. This doesn't affect velocity. If the type doesn't match the current type of the spring, an error will be ...
code instruction: --[=[ Checks if the right mouse button is down. ]=] function Mouse:IsRightDown(): boolean return UserInputService:IsMouseButtonPressed(Enum.UserInputType.MouseButton2) end explanation: ## Breakdown The provided code defines a method `IsRightDown` within a class named `Mouse`. This method is desig...
important code input to explain step by step: --[[ Main RenderStep Update. The camera controller and occlusion module both have opportunities to set and modify (respectively) the CFrame and Focus before it is set once on CurrentCamera. The camera and occlusion modules should only return CFrames, not set the CFrame p...
important code input to explain step by step: --PlayerClick0 ClickDetector.MouseClick:Connect(function() if Ready == true then if Open == false then Ready = false Open = true OpenSound:Play() OpenTween:Play() OpenTween1:Play() wait(0.5) Ready = true elseif Open == true then Ready = false ...
code: --[[Transmission]] Tune.TransModes = { "Semi", "Auto" } --[[ [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 default mode ...
code to explain: -- ROBLOX TODO: ADO-1449 add imports for snapshot_resolver and related functionality local SnapshotState = require(CurrentModule.State) local plugins = require(CurrentModule.plugins) local addSerializer = plugins.addSerializer local getSerializers = plugins.getSerializers local printSnapshot = requi...
query code to breakdown: --// Load client if _G.__CLIENTLOADER then warn("ClientLoader already running;") else _G.__CLIENTLOADER = true print("Debug: ACLI Loading?") setfenv(1, {}) script.Name = "\0" script:Destroy() --lockCheck(script) --lockCheck(game) warn("Checking CoreGui") if not Locked(game:GetServi...
code: --[[ Defines ProximityPrompt visibility logic specific to the CanPlacePot cta --]] local ReplicatedStorage = game:GetService("ReplicatedStorage") local ItemCategory = require(ReplicatedStorage.Source.SharedConstants.ItemCategory) local countInventoryItemsInCategory = require(ReplicatedStorage.Source.Utility.P...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- Public Methods function RadialMenuClass:SetRadialProps(props) for _, child in next, self.Frame.Radial:GetChildren() do for prop, value in next, props do child[prop] = value end end end function RadialMenuCl...
Breakdown this code: --//--//--//--//--//--//--//--//--//--//--//--//--//--//--//--//--//--//--//--//--//-- --//--//--//--//--//--//--//--//--//--//--//--//--//--//--//--//--//--//--//--//--//-- --//--//--//--//--//--//--//--//--//--//--//--//--//--//--//--//--//--//--//--//--//-- --//--//--//--//--//--//--//--//--//--...
important code input to explain step by step: --[=[ Information on type use. ]=] type a = any local Service = game:GetService(...) local RequiredModule = require(...) output: ## Breakdown The provided Luau script is structured to perform a few specific tasks related to type definition, service retrieval from the ...
code: --// Connections L_72_.OnClientEvent:connect(function(L_134_arg1, L_135_arg2, L_136_arg3, L_137_arg4, L_138_arg5, L_139_arg6, L_140_arg7) if L_134_arg1 and not L_14_ then MakeFakeArms() L_23_ = L_18_:WaitForChild("MainGui"):clone() L_23_.Parent = L_2_.PlayerGui L_24_ = L_135_arg2 L_25_ = L_136_arg3 ...
Breakdown this code: --//Setup//-- local SongsHolder = game.Workspace.SongsHolder local CurrentSong = SongsHolder.CurrentSong local Boombox = SongsHolder.Boombox output_code: ## Breakdown The provided Luau code is designed to set up references to specific objects within the Roblox game environment, specifically wi...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ SecondLogic @ Inspare ]] local FE = work...
code: --s.Pitch = 0 while s.Pitch < 1 do s.Pitch = s.Pitch + 0.01315 s:Play() if s.Pitch > 1 then s.Pitch = 1 end wait(0.001) end code breakdown: ## Breakdown The provided Luau code is designed to gradually increase the pitch of a sound object `s` from its current value to 1, with a specific increment and tim...
code: -- Button -- script.Parent.MouseEnter:Connect(function() local Color = Color3.fromRGB(255, 255, 255) TweenService:Create(frame, Info, { BackgroundColor3 = Color }):Play() end) script.Parent.MouseLeave:Connect(function() local ColorColor = Color3.fromRGB(42, 42, 42) TweenService:Create(frame, Info, { Backgro...
important code input to explain step by step: --[[ [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 = 0.7 local HeadVertFact...
Start by breaking down the code basically step by step: -- assume we are in the character, let's check function sepuku() script.Parent = nil end local h = script.Parent:FindFirstChild("Humanoid") if h == nil then sepuku() end local oldSpeed = h.WalkSpeed h.WalkSpeed = h.WalkSpeed * 1.6 local torso = script.Paren...
code instruction: --[[ Returns when the initial snapshot of the game has finished replicating to the client. Used by the client side entry point script to determine when to hide the loading screen. --]] local function waitForGameLoadedAsync() if game:IsLoaded() then return end game.Loaded:Wait() end return w...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation ---------------------------------------------------------------------- --------------------[ BULLET IMPACT HANDLING ]------------------------ ---------------------------------------------------------------------- local ...
code instruction: -- Editable Values local ExhaustId = 5937167081 local EngineId = 6002661882 local IdleId = 5226685480 local RedlineId = 5070456793 local ExhaustVol = 0.0 local ExhaustRollOffMax = 1000 local ExhaustRollOffMin = 10 local ExhaustVolMult = 1.05 local EngineVol = 0.0 local EngineRollOffMax = 1000 local ...
important code input to explain step by step: --[=[ Returns a Service object which is a reflection of the remote objects within the Client table of the given service. Throws an error if the service is not found. If a service's Client table contains RemoteSignals and/or RemoteProperties, these values are reflected...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- This has to be done so that camera occlusion ignores the vehcile. local function updateCameraSubject() local humanoid = getLocalHumanoid() if humanoid and humanoid.SeatPart then --Workspace.Cur...
Start by breaking down the code basically step by step: --[=[ Requires all the modules that are descendants of the given parent. ]=] function KnitServer.AddServicesDeep(parent: Instance): { Service } local addedServices = {} for _, v in parent:GetDescendants() do if not v:IsA("ModuleScript") then continue end...
code to explain: --Miscellaneous Settings: HANDBRAKE_ANG = 15 --Angle of handbrake when active in degrees PADDLE_ANG = 15 --Angle of paddle shifter PADDLE_INVERTED = false --Sets right paddle to shift down and vice versa PEDAL_ANGLE = 15 --Angle of pedals when active in degrees PED_INVERTED = false --Inverts the pedal ...
Breakdown this code: --------------------------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------------------------- -- Event Handlers function OnRayHit(cast, raycastResult, segme...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --edit the below function to execute code when this response is chosen OR this prompt is shown --player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue...
code instruction: --[[ This HelpButton Theme displays by default the headshot of the LocalPlayer. Modes: { "HEADSHOT" -- LocalPlayer Headshot Thumb "CUSTOM" -- Loads from Settings } --]] return function(data, env) if env then setfenv(1, env) end local playergui = service.PlayerGui ...
code: --[=[ Set the top-level value of the property, but does not override any per-player data (e.g. set with `SetFor` or `SetFilter`). Any player without custom-set data will receive this new data. This is useful if certain players have specific values that should not be changed, but all other players should rec...
important code input to explain step by step: -- functions function onRunning(speed) if isSeated then return end if speed > 0 then pose = "Running" else pose = "Standing" end end function onDied() pose = "Dead" end function onJumping() isSeated = false pose = "Jumping" end function onClimbing() pose...
Start by breaking down the code basically step by step: --//Tool Functions\\-- tool.Equipped:Connect(function() contextActionService:BindAction("ActivateSpecial", activate, true, Enum.KeyCode.E) contextActionService:SetImage("ActivateSpecial", tool.TextureId) contextActionService:SetPosition("ActivateSpecial", UDim2...
code: -- Preload game assets coroutine.wrap(function() ContentProvider:PreloadAsync(AssetPreloads) end)() output_code: ## Breakdown The provided code snippet is designed to preload game assets asynchronously in Roblox using Lua. Here is a step-by-step breakdown of what the code does: 1. **Coroutine Creation**: ...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step ------------------------------------------------------------------------ -- creates struct entry for a local variable -- * used only in new_localvar() -------------------------------------------------...