text stringlengths 54 19.6k |
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Breakdown this code:
--[[
]]
local Players = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Http = game:GetService("HttpService")
local AvatarEditor = ReplicatedStorage.AvatarEditor
local Promise = require(AvatarEditor.Shared.Util.Promise)
local Colors = require(Ava... |
Start by breaking down the code basically step by step:
--// # key, ManOff
mouse.KeyUp:connect(function(key)
if key == "h" then
veh.Lightbar.middle.Man:Stop()
veh.Lightbar.middle.Wail.Volume = 3
veh.Lightbar.middle.Yelp.Volume = 3
veh.Lightbar.middle.Priority.Volume = 3
script.Parent.Parent.Sirens.Man.Backgr... |
important code input to explain step by step:
--[[ Derived classes are required to override and implement all of the following functions ]]
--
function BaseOcclusion:GetOcclusionMode()
-- Must be overridden in derived classes to return an Enum.DevCameraOcclusionMode value
warn("BaseOcclusion GetOcclusionMode must be ... |
code to explain:
-- Create ParticleEffect for specified part (being destroyed)
local function createParticles(parentPart)
local particles = Instance.new("ParticleEmitter")
particles.Name = "Particles"
particles.Parent = parentPart
particles.Texture = "rbxassetid://3127279684" -- Points icon
particles.Size = Number... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--[[ Utility Functions ]]
--
local function IsFinite(num: number)
return num == num and num ~= 1 / 0 and num ~= -1 / 0
end
local function IsFiniteVector3(vec3)
return IsFinite(vec3.x) and IsFinite(... |
code instruction:
--[[
Returns the item transparency binding for a single item.
Used for coordinating slide + fade animations: image should fade to the inactive state as we are sliding.
]]
modules.getItemTransparency = function(self)
return function(renderedIndex, index, mid)
-- Avoid the same image being shown a... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--Damage
HitBox.Touched:Connect(function(A)
if Activo.Value == true then
if A.Parent:FindFirstChild("Humanoid") then
A.Parent.Humanoid.Health = A.Parent.Humanoid.Health - 40
end
end
end)
explanation:
## Breakd... |
important code input to explain step by step:
--EDIT BELOW----------------------------------------------------------------------
settings.PianoSoundRange = 70
settings.KeyAesthetics = true
settings.PianoSounds = {
"251400436",
"251427671",
"251427880",
"251428187",
"251428448",
"251428570",
}
Sure. Here is a ... |
query code to breakdown:
--//Script\\--
function whileTouching()
script.Parent.AutomaticF.Disabled = false
end
function letGo()
script.Parent.Lighted.Disabled = true
script.Parent.LightedOff.Disabled = false
wait(1)
--wait(1.4)
script.Parent.AutoFlush.Disabled = false
script.Disabled = true
end
step by step b... |
code:
-- Written By Kip Turner, Copyright Roblox 2014
local newClickToMove = script:FindFirstChild("NewClickToMove")
if newClickToMove then
local newClickToMoveFlagSuccess, newClickToMoveFlagEnabled = pcall(function()
return UserSettings():IsUserFeatureEnabled("UserUseNewClickToMove")
end)
local useNewClickToMove... |
important code input to explain step by step:
--this'll be grey "Spawn" if a car isn't selected
script.Parent.MouseButton1Click:connect(function()
script.Parent.Parent.WearOutfit:Fire()
end)
output:
## Breakdown
The provided Luau script is designed to interact with a GUI element in a Roblox game. It listens for a ... |
input_code:
--[[Engine]]
--Torque Curve
Tune.Horsepower = 210 -- [TORQUE CURVE VISUAL]
Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf
Tune.PeakRPM = 6000 -- Use sliders to manipulate values
Tune.Redline = 6700 -- Copy and paste slider values into the respective tune values
Tune.EqPoint = 5500
Tun... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-- <Region> CreateRegionFromPart(<BasePart> Part)
--Creates Region from BasePart
--Returns <Region>
local function CreateRegionFromPart(Part)
local Center = Part.Position
local Size = Part.Size
local X, Y, Z = Part.C... |
code instruction:
-- events
REMOTES.Reload.OnServerEvent:connect(function(player, item)
local character = player.Character
if character then
local equipped = character.Equipped
local ammo = character.Ammo
if equipped.Value == item then
local config = CONFIG:GetConfig(item)
local storedAmmo = ammo[config... |
important code input to explain step by step:
-- Display win dialog
local function openDlg(winnerName)
playerNameWins.Text = winnerName
dlg.Visible = true
end
code breakdown:
## Breakdown
The provided Luau code defines a function named `openDlg` which is designed to manage the display of a dialog box in a Roblox g... |
Start by breaking down the code basically step by step:
--- Registers the default commands, with an optional filter function or array of groups.
function Registry:RegisterDefaultCommands(arrayOrFunc)
local isArray = type(arrayOrFunc) == "table"
if isArray then
arrayOrFunc = Util.MakeDictionary(arrayOrFunc)
end
... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-------- 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 = "rbxasset://so... |
code instruction:
--when verifying friendships, we just check both the caller and the target's friend lists to see if the IDs are found in both lists
local friendlists = {} --Key: person's username. Value: table of online friends' user IDs
function CheckFriendship(caller, target)
if caller == nil or target == nil or... |
important code input to explain step by step:
--[=[
@param optionB Option
@return Option
Returns `optionB` if the calling option has a value,
otherwise returns None.
```lua
local optionA = Option.Some(32)
local optionB = Option.Some(64)
local opt = optionA:And(optionB)
-- opt == optionB
local optionA = Opti... |
important code input to explain step by step:
--[[
Contains the logic to run a test plan and gather test results from it.
TestRunner accepts a TestPlan object, executes the planned tests, and
produces a TestResults object. While the tests are running, the system's
state is contained inside a TestSession object.
]]... |
important code input to explain step by step:
--// HTTP
return function()
local Functions, Admin, Anti, Core, HTTP, Logs, Remote, Process, Variables, Settings
local function Init()
Functions = server.Functions
Admin = server.Admin
Anti = server.Anti
Core = server.Core
HTTP = server.HTTP
Logs = server.Logs... |
input_code:
------------------------------------------------------------------------
-- parse a break statement
-- * used in statements()
------------------------------------------------------------------------
function luaY:breakstat(ls)
-- stat -> BREAK
local fs = ls.fs
local bl = fs.bl
local upval = false
while... |
important code input to explain step by step:
--[[[Default Controls]]
--Peripheral Deadzones
Tune.Peripherals = {
MSteerWidth = 67, -- Mouse steering control width (0 - 100% of screen width)
MSteerDZone = 10, -- Mouse steering deadzone (0 - 100%)
ControlLDZone = 5, -- Controller steering L-deadzone (0 - 100%)
Cont... |
code:
--Main Control------------------------------------------------------------------------
Red = script.Parent.Red.Lamp
Yellow = script.Parent.Yellow.Lamp
Green = script.Parent.Green.Lamp
DRed = script.Parent.Red.DynamicLight
DYellow = script.Parent.Yellow.DynamicLight
DGreen = script.Parent.Green.DynamicLight
functi... |
code instruction:
--[[
Called when the goal state changes value, or when the speed or damping has
changed.
]]
function class:update(): boolean
local goalValue = self._goalState:get(false)
-- figure out if this was a goal change or a speed/damping change
if goalValue == self._goalValue then
-- speed/damping chan... |
code to explain:
--------
SYNC_RATE:Connect(function()
for Index, Object in ipairs(ActiveHitboxes) do
if Object.deleted then
Handler:remove(Object.object)
else
for _, Point in ipairs(Object.points) do
if not Object.active then
Point.LastPosition = nil
else
local rayStart, rayDir, RelativePo... |
code to explain:
--[[
Add a dummy child node to the current node to hold the given error. This
allows an otherwise empty describe node to report an error in a more natural
way.
]]
function TestSession:addDummyError(phrase, message)
self:pushNode({ type = TestEnum.NodeType.It, phrase = phrase })
self:setError(messa... |
code instruction:
--Precalculated paths
local t, f, n = true, false, {}
local r = {
[58] = { { 31, 32, 34, 35, 39, 41, 30, 56, 58 }, t },
[49] = { { 31, 29, 28, 44, 45, 49 }, t },
[16] = { n, f },
[19] = { { 31, 32, 34, 35, 39, 41, 30, 56, 58, 20, 19 }, t },
[59] = { { 31, 32, 34, 35, 39, 41, 59 }, t },
[63] = { ... |
important code input to explain step by step:
--Made by Luckymaxer
--Updated for R15 avatars by StarWars
Tool = script.Parent
Handle = Tool:WaitForChild("Handle")
Players = game:GetService("Players")
Debris = game:GetService("Debris")
RunService = game:GetService("RunService")
DamageValues = {
BaseDamage = 10,
Sla... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-- emote bindable hook
if FFlagAnimateScriptEmoteHook then
script:WaitForChild("PlayEmote").OnInvoke = function(emote)
-- Only play emotes when idling
if pose ~= "Standing" then
return
end
if emoteNames[emot... |
Start by breaking down the code basically step by step:
-- Roblox character sound script
local Players = game:GetService("Players")
local RunService = game:GetService("RunService")
local FootstepsSoundGroup = game:GetService("SoundService"):WaitForChild("Footsteps")
local L_1_ = game.Players.LocalPlayer
local L_2_ = L... |
query code to breakdown:
--edit the function below to return true when you want this response/prompt to be valid
--player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data
return function(player, dialogueFolder)
local plrData = require(game.ReplicatedStorage.Source.M... |
input_code:
--[[Wheel Alignment]]
--[Don't physically apply alignment to wheels]
--[Values are in degrees]
Tune.FCamber = -1
Tune.RCamber = -1
Tune.FToe = 0
Tune.RToe = 0
Sure. Here is a summary:
## Breakdown
The provided code snippet creates a configuration table named `Tune` and assigns specific values to four fie... |
input_code:
--local obj = --object or gui or wahtever goes here
--local Properties = {}
--Properties.Size = UDim2.new()
--Tween(obj,Properties,2,true,Enum.EasingStyle.Linear,Enum.EasingDirection.Out,0,false)
--Obj,Property,Time,wait,Easingstyle,EasingDirection,RepeatAmt,Reverse
function HighlightPianoKey(note1, transp... |
input_code:
--// Math
local L_131_ = function(L_168_arg1, L_169_arg2, L_170_arg3)
if L_168_arg1 > L_170_arg3 then
return L_170_arg3
elseif L_168_arg1 < L_169_arg2 then
return L_169_arg2
end
return L_168_arg1
end
local L_132_ = L_120_.new(Vector3.new())
L_132_.s = 30
L_132_.d = 0.55
local L_133_ = CFrame.Angle... |
input_code:
--////////////////////////////// Include
--//////////////////////////////////////
local Chat = game:GetService("Chat")
local clientChatModules = Chat:WaitForChild("ClientChatModules")
local modulesFolder = script.Parent
local ChatSettings = require(clientChatModules:WaitForChild("ChatSettings"))
local Curve... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--- The registry keeps track of all the commands and types that Cmdr knows about.
local Registry = {
TypeMethods = Util.MakeDictionary({
"Transform",
"Validate",
"Autocomplete",
"Parse",
"DisplayName",
"List... |
Start by breaking down the code basically step by step:
-----------------------------------------------------------------------------------------------
for _, i in pairs(siren:GetChildren()) do
if i:IsA("ImageButton") and i.Name ~= "header" then
if string.match(i.Name, "%l+") == "sr" then
i.MouseButton1Click:conn... |
Start by breaking down the code basically step by step:
--not my script--:D
local module = {}
function module.Utg(plr)
for _, v in pairs(game:GetService("Players"):GetPlayers()) do
if string.sub(string.lower(v.Name), 0, string.len(plr)) == string.lower(plr) then
local gui = script.AccessUI:Clone()
gui.Parent =... |
code instruction:
-----------------------------------------------------------------------------------------------------------
-- Metatable:
MT.__metatable = true
MT.__index = function(tbl, index)
return (API[index] or realDataStoreService[index])
end
MT.__newindex = function()
error("Cannot edit MockDataStoreService... |
Start by breaking down the code basically step by step:
--Gear Ratios
Tune.FinalDrive = 3.31 -- Gearing determines top speed and wheel torque
Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed
--[[Reverse]]
2.8, -- Copy and paste a ratio to add a gear
--[[Neutral]]
0, -- Ratios can also b... |
input_code:
--[[
Configures the avatar's Humanoid physics to ensure they do not clash with the vehicle
]]
function ClientAvatarComponent:configurePhysics()
local humanoid = self.avatar:FindFirstChildOfClass("Humanoid")
-- By disabling HumanoidStateTypes, we stop the Humanoid automatically entering them
for _, s... |
Start by breaking down the code basically step by step:
-- << LOCAL FUNCTIONS >>
local function playerAdded(player)
-- Character Added
player.CharacterAdded:Connect(function(character)
--Check if any commands need re-activating
local humanoid = character:WaitForChild("Humanoid")
local pdata = main.pd[player]
... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-- Update camera if it changes
workspace.Changed:connect(function(p)
if p == "CurrentCamera" then
camera = workspace.CurrentCamera
end
end)
coroutine.resume(coroutine.create(function()
rs.Stepp... |
code to explain:
-- Update 02.14.20 - added AsBinary for easy GameAnalytics replacement.
local function hmac(hash_func, key, message, AsBinary)
-- Create an instance (private objects for current calculation)
local block_size = block_size_for_HMAC[hash_func]
if not block_size then
error("Unknown hash function", 2)
... |
Breakdown this code:
---[[ Chat Behaviour Settings ]]
module.WindowDraggable = false
module.WindowResizable = false
module.ShowChannelsBar = true
module.GamepadNavigationEnabled = false
module.AllowMeCommand = false -- Me Command will only be effective when this set to true
module.ShowUserOwnFilteredMessage = true --Sh... |
code to explain:
--Procedural Lightning Module. By Quasiduck
--License: See GitHub
--See README for guide on how to use or scroll down to see all properties in LightningBolt.new
--All properties update in real-time except PartCount which requires a new LightningBolt to change
--i.e. You can change a property at any tim... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-- animate the amplitude bar
while true do
local amplitude = math.clamp(sound.PlaybackLoudness / maxLoudness, 0, 1)
bar.Size = UDim2.new(amplitude, 0, 1, 0)
wait(0.05)
end
Sure. Here is a summary... |
input_code:
---------------------------
--[[
--Main anchor point is the DriveSeat <car.DriveSeat>
Usage:
MakeWeld(Part1,Part2,WeldType*,MotorVelocity**) *default is "Weld" **Applies to Motor welds only
ModelWeld(Model,MainPart)
Example:
MakeWeld(car.DriveSeat,misc.PassengerSeat)
MakeWeld(car.DriveSeat,mi... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-- this code hijacked from the new rocket launcher
local Rocket = Instance.new("Part")
Rocket.Locked = true
Rocket.BackSurface = 3
Rocket.BottomSurface = 3
Rocket.FrontSurface = 3
Rocket.LeftSurface =... |
input_code:
-- Note: DotProduct check in CoordinateFrame::lookAt() prevents using values within about
-- 8.11 degrees of the +/- Y axis, that's why these limits are currently 80 degrees
local MIN_Y = math.rad(-80)
local MAX_Y = math.rad(80)
local VR_ANGLE = math.rad(15)
local VR_LOW_INTENSITY_ROTATION = Vector2.new(ma... |
code to explain:
-- ANimation
local Sound = script:WaitForChild("Haoshoku Sound")
UIS.InputEnded:Connect(function(Input)
if Input.KeyCode == Enum.KeyCode.E and Debounce == 1 and Tool.Equip.Value == true then
Debounce = 2
Sound:Play()
if Mochi == true then
script.Transform:FireServer()
script.Parent.Dargon... |
code instruction:
-- ScreenSpace -> WorldSpace. Raw function taking a screen position and a depth and
-- converting it into a world position.
function ScreenSpace.ScreenToWorld(x, y, depth)
local aspectRatio = ScreenSpace.AspectRatio()
local hfactor = math.tan(math.rad(workspace.CurrentCamera.FieldOfView) / 2)
local... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-- Management of which options appear on the Roblox User Settings screen
do
local PlayerScripts = Players.LocalPlayer:WaitForChild("PlayerScripts")
PlayerScripts:RegisterTouchCameraMovementMode(Enu... |
Breakdown this code:
--[=[
Checks if the given object is a Signal.
@param obj any -- Object to check
@return boolean -- `true` if the object is a Signal.
]=]
function Signal.Is(obj)
return type(obj) == "table" and getmetatable(obj) == Signal
end
output_code:
## Breakdown
The provided code defines a function nam... |
Start by breaking down the code basically step by step:
--LIGHTS BUTTONS
for _, i in pairs(lights:GetChildren()) do
if i:IsA("ImageButton") and i.Name ~= "header" then
if string.match(i.Name, "%l+") == "td" then
i.MouseButton1Click:connect(function()
script.Parent.lighty.Value = tonumber(string.match(i.Name, ... |
code to explain:
-- Decompiled with the Synapse X Luau decompiler.
local u1 = nil
coroutine.wrap(function()
u1 = require(game.ReplicatedStorage:WaitForChild("Resources"))
end)()
local u2 = false
return function(p1)
local l__Loading__1 = u1.GUI.Loading
if p1 == "Trading Plaza" and not u1.Shared.IsTradingPlaza then
... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--Char.Humanoid.BreakJointsOnDeath = false
if configuracao.EnableRagdoll == true and Char:FindFirstChild("Humanoid") then
Char.Humanoid.Died:Connect(function()
Ragdoll(Char)
end)
end
local leghp... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--[[Weight and CG]]
Tune.Weight = 2014 -- Total weight (in pounds)
Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable)
--[[Width]]
6,
--[[Height]]
4,
--[[Le... |
Breakdown this code:
-- Reload animation
function reload()
if not reloading then
reloading = true
updateAmmo()
local reloadTime = tankStats.ReloadTime.Value
local Timer = 0
for i = 7, 1, -1 do
wait(reloadTime / 8)
Timer = Timer + 1
if Timer >= 2 and Loaded == false then
GUI.ReloadSound:Play()... |
important code input to explain step by step:
--[=[
@param interval number
@param callback () -> nil
@param startNow boolean?
@param updateSignal RBXScriptSignal? | Signal?
@param timeFunc () -> number
@return RBXScriptConnection
Creates a simplified timer which just fires off a callback function at the given i... |
code:
-- declarations
local head = script.Parent
local sound = head:findFirstChild("Victory")
function onTouched(part)
local h = part.Parent:findFirstChild("Humanoid")
if h ~= nil then
sound:play()
if part.Parent:findFirstChild("Head"):findFirstChild("face").Texture == nil then
return
end
part.Parent:fin... |
Breakdown this code:
-- declarations
local sGettingUp = newSound("GettingUp", "rbxasset://sounds/action_get_up.mp3")
local sDied = newSound("Died", "rbxasset://sounds/uuhhh.mp3")
local sFreeFalling = newSound("FreeFalling", "rbxasset://sounds/action_falling.mp3")
local sJumping = newSound("Jumping", "rbxasset://sounds/... |
code instruction:
-------------------------
function onClicked()
R.Function1.Disabled = false
R.loop.Disabled = true
R.BrickColor = BrickColor.new("Neon orange")
R.Function2.Disabled = true
end
script.Parent.ClickDetector.MouseClick:connect(onClicked)
code breakdown:
## Breakdown
The provided Lua script is desi... |
important code input to explain step by step:
--[[
Create a new expectation
]]
function Expectation.new(value)
local self = {
value = value,
successCondition = true,
condition = false,
}
setmetatable(self, Expectation)
self.a = bindSelf(self, self.a)
self.an = self.a
self.ok = bindSelf(self, self.ok)
se... |
Breakdown this code:
--[[Engine]]
--Torque Curve
Tune.Horsepower = 650 -- [TORQUE CURVE VISUAL]
Tune.IdleRPM = 950 -- https://www.desmos.com/calculator/2uo3hqwdhf
Tune.PeakRPM = 9400 -- Use sliders to manipulate values
Tune.Redline = 9800
Tune.EqPoint = 7250
Tune.PeakSharpness = 9.5
Tune.CurveMult = 0.15
--Incline C... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-----------------------------------------------
-- Target Computer script written by Rolleol --
-----------------------------------------------
--This script works with the gatling gun
--
--
--
--
local switch = script.P... |
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 MoneyModule = require(game.ReplicatedStorage.Source.SystemMod... |
code:
--[[
LOWGames Studios
Date: 27 October 2022
by Elder
]]
--
local u1 = nil
coroutine.wrap(function()
u1 = require(game.ReplicatedStorage:WaitForChild("Framework"):WaitForChild("Library"))
end)()
return function(p1, p2)
for v1 = #p1, 1, -1 do
if p1[v1] == p2 then
table.remove(p1, v1)
end
end
retur... |
important code input to explain step by step:
--
if Health_Bar == true then
game.StarterGui:SetCoreGuiEnabled(1, true)
elseif Health_Bar == false then
game.StarterGui:SetCoreGuiEnabled(1, false)
end
if Player_List == true then
game.StarterGui:SetCoreGuiEnabled(0, true)
elseif Player_List == false then
game.Starter... |
Start by breaking down the code basically step by step:
--\\ Only Edit Above //--
local UserInputService = game:GetService("UserInputService")
local plr = game.Players.LocalPlayer
local Jumped = false --Debounce
UserInputService.JumpRequest:Connect(function()
local char = plr.Character -- some may place this script... |
Start by breaking down the code basically step by step:
-- Basic settings
local COOLDOWN = 0.25
local tool = script.Parent
local toolPlr
local debounce = false
script.ClientActivate.OnServerEvent:connect(function(plr)
-- Check if tool is equipped and correct player
if plr == toolPlr and not debounce then
debounc... |
important code input to explain step by step:
--d.DidLoop:Connect(function()
-- print("loop animation")
--end)
function Zombie:Initialize()
Shetchik = 1
for k, v in pairs(self.Obj:GetChildren()) do
if v:IsA("BasePart") then
v.CollisionGroupId = 1
end
end
spawn(function()
d:Play()
self.Obj:SetPrimaryPart... |
Start by breaking down the code basically step by step:
-- right mouse button up & down events
local rmbDown, rmbUp
do
local rmbDownBindable = Instance.new("BindableEvent")
local rmbUpBindable = Instance.new("BindableEvent")
rmbDown = rmbDownBindable.Event
rmbUp = rmbUpBindable.Event
UserInputService.InputBegan:... |
code to explain:
--[[[Default Controls]]
--Peripheral Deadzones
Tune.Peripherals = {
MSteerWidth = 67, -- Mouse steering control width (0 - 100% of screen width)
MSteerDZone = 10, -- Mouse steering deadzone (0 - 100%)
ControlLDZone = 5, -- Controller steering L-deadzone (0 - 100%)
ControlRDZone = 5, -- Controller ... |
Breakdown this code:
--print("found humanoid")
humanoid.HealthChanged:Connect(function(health)
--print(health)
script.Parent.PlaybackSpeed = health <= 30 and 2 or 1
end)
step by step breakdown/explanation:
## Breakdown
The provided Luau script is designed to adjust the playback speed of an object based on the heal... |
code instruction:
---Controls UI
script.Parent.Parent:WaitForChild("Controls")
script.Parent.Parent:WaitForChild("ControlsOpen")
script.Parent:WaitForChild("Window")
script.Parent:WaitForChild("Toggle")
local car = script.Parent.Parent.Car.Value
local _Tune = require(car["A-Chassis Tune"])
local UserInputService = gam... |
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... |
Start by breaking down the code basically step by step:
--// Above was taken directly from Util.GetStringTextBounds() in the old chat corescripts.
function methods:GetMessageHeight(BaseMessage, BaseFrame, xSize)
local function removeTags(str)
str = str:gsub("<br%s*/>", "\n")
return (str:gsub("<[^<>]->", ""))
end... |
code:
--- Registers a command definition and its server equivalent.
-- Handles replicating the definition to the client.
function Registry:RegisterCommand(commandScript, commandServerScript, filter)
local commandObject = require(commandScript)
assert(
typeof(commandObject) == "table",
`Invalid return value from c... |
code:
-- goro7
local playerGuiBlacklist = {
"Intro",
}
local plr = game.Players.LocalPlayer
function kick()
plr:Kick("You have been kicked for cheating.")
end
output:
## Breakdown
The provided Luau script is designed to manage a list of GUI elements that are considered blacklisted and includes a function to kic... |
Start by breaking down the code basically step by step:
-- Replace common spaces with middle dot at the end of any line
function replaceTrailingSpaces(text: string): string
return text:gsub("%s+$", function(spaces)
return string.rep(SPACE_SYMBOL, #spaces)
end)
end
local function printReceived(object: any): string
... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--Made by Repressed_Memories
-- Edited by Truenus
local component = script.Parent.Parent
local car = script.Parent.Parent.Parent.Parent.Car.Value
local mouse = game.Players.LocalPlayer:GetMouse()
loca... |
query code to breakdown:
-- Decompiled with the Synapse X Luau decompiler.
game:GetService("Players").LocalPlayer.CharacterAdded:connect(function(p1)
p1:WaitForChild("Humanoid").Seated:connect(function(p2, p3)
if p3 and p3:IsA("VehicleSeat") then
workspace.CurrentCamera.CameraSubject = p1.Humanoid
end
end)
en... |
code instruction:
-- (Hat Giver Script - Loaded.)
debounce = true
function onTouched(hit)
if hit.Parent:findFirstChild("Humanoid") ~= nil and debounce == true then
debounce = false
h = Instance.new("Hat")
p = Instance.new("Part")
h.Name = "Red ruby crown"
p.Parent = h
p.Position = hit.Parent:findFirstChi... |
code instruction:
-- Player specific convenience variables
local MyPlayer = nil
local MyCharacter = nil
local MyHumanoid = nil
local MyTorso = nil
local DebrisService = game:GetService("Debris")
local FireSound
local OnFireConnection = nil
local OnReloadConnection = nil
output_code:
## Breakdown
The provided code... |
input_code:
-- Decompiled with the Synapse X Luau decompiler.
local v1 = require(script.Parent:WaitForChild("BaseCharacterController"))
local v2 = setmetatable({}, v1)
v2.__index = v2
function v2.new()
local v3 = setmetatable(v1.new(), v2)
v3.textFocusReleasedConn = nil
v3.textFocusGainedConn = nil
v3.windowFocusR... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-- ROBLOX MOVED: expect/utils.lua
local function hasPropertyInObject(object: any, key: string): boolean
-- We don't have to deal with the complexities around prototype chains in
-- javascript since ... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-- Create the path object
local path = PathfindingService:CreatePath(agentParams)
path:ComputeAsync(humanoid.Position, destination.Position)
step by step breakdown/explanation:
## Breakdown
The pr... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down 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 onJump... |
code to explain:
--[=[
@within TableUtil
@function IsEmpty
@param tbl table
@return boolean
Returns `true` if the given table is empty. This is
simply performed by checking if `next(tbl)` is `nil`
and works for both arrays and dictionaries. This is
useful when needing to check if a table is empty but
not know... |
important code input to explain step by step:
--[[Susupension]]
Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled
--Front Suspension
Tune.FSusDamping = 1500 -- Spring Dampening
Tune.FSusStiffness = 9000 -- Spring Force
Tune.FAntiRoll = 50000 -- Anti-Roll (Gyro... |
code to explain:
--A simple function to check if the car is grounded
local function IsGrounded()
local hit, position = Raycast.new(
(car.Chassis.CFrame * CFrame.new(0, 0, (car.Chassis.Size.Z / 2) - 1)).p,
car.Chassis.CFrame:vectorToWorldSpace(Vector3.new(0, -1, 0)) * (stats.Height.Value + 0.2)
)
if hit and hit.C... |
important code input to explain step by step:
-- check if the player is moving and not climbing
humanoid.Running:Connect(function(speed)
if
humanoid.MoveDirection.Magnitude > 0
and speed > 0
and humanoid:GetState() ~= Enum.HumanoidStateType.Climbing
then
getSoundProperties()
update()
currentSound.Playing ... |
Breakdown this code:
--Stickmasterluke
sp = script.Parent
function Equipped(mouse)
if mouse ~= nil then
mouse.Icon = "rbxasset://textures\\GunCursor.png"
end
end
sp.Equipped:connect(Equipped)
result breakdown output:
## Breakdown
The provided Luau script is designed to change the cursor icon to a custom image ... |
Breakdown this code:
--////////////////////////////////////////////////////////////////////////////////////////////
--///////////////////////////////////////////////// Code to hook client UI up to server events
--////////////////////////////////////////////////////////////////////////////////////////////
function DoCh... |
input_code:
--//Unloading\\--
--[[
Always have these if you intend to have a script unload,
It removes all unwanted storage to improve performance instead of maintaining it, lagging it behind.
Under no circumstance should you try to stop the script by deleting it,
Simply delete Zombie or Spawner.
It is safe to remove ... |
query code to breakdown:
-----------------
--| Constants |--
-----------------
local SPAWN_RADIUS = 8 -- Studs
local SUMMON_COOLDOWN = 16
local SKELETON_ASSET_ID = 132805224
local SKELETON_DURATION = 60
output:
## Breakdown
The provided code snippet is written in Luau, which is a variant of Lua used by Roblox. T... |
query code to breakdown:
--[[Transmission]]
Tune.TransModes = { "Semi" } --"Auto", "Semi", or "Manual". Can have more than one; order from first to last
--Automatic Settings
Tune.AutoShiftMode = "Speed" --"Speed" or "RPM"
Tune.AutoUpThresh = -200 --Automatic upshift point (relative to peak RPM, positive = Over-rev)
Tu... |
Breakdown this code:
--// Aim|Zoom|Sensitivity Customization
ZoomSpeed = 0.25 -- The lower the number the slower and smoother the tween
AimZoom = 45 -- Default zoom
AimSpeed = 0.45
UnaimSpeed = 0.35
CycleAimZoom = 4 -- Cycled zoom
MouseSensitivity = 0.5 -- Number between 0.1 and 1
SensitivityIncrement = 0.05 -- No touc... |
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