text stringlengths 54 19.6k |
|---|
input_code:
-----------------
--| Constants |--
-----------------
local GRAVITY_ACCELERATION = workspace.Gravity
local RELOAD_TIME = 0 -- Seconds until tool can be used again
local ROCKET_SPEED = 100 -- Speed of the projectile
local MISSILE_MESH_ID = "http://www.roblox.com/asset/?id=2251534"
local MISSILE_MESH_SCALE... |
code:
--[=[
@param data table
@return Option
Deserializes the data into an Option. This data should have come from
the `option:Serialize()` method.
]=]
function Option.Deserialize(data) -- type data = {ClassName: string, Value: any}
assert(type(data) == "table" and data.ClassName == CLASSNAME, "Invalid data for de... |
code to explain:
--{HPattern, Automatic, DualClutch, CVT}
if script.Parent.Storage.EngineType.Value ~= "Electric" then
if script.Parent.Storage.TransmissionType.Value == "HPattern" then
if currentgear.Value == 3 and clutch.Value == true then
--script.Parent.Storage.AutoClutch.Value = true
else
--script.Parent... |
code:
--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 ClassInformationTable =
require(game.ReplicatedStorage.Source.Modu... |
query code to breakdown:
-- CONSTANTS
local GuiLib = script.Parent.Parent
local Lazy = require(GuiLib:WaitForChild("LazyLoader"))
local Defaults = GuiLib:WaitForChild("Defaults")
local CHECKBOX_LABEL = Defaults:WaitForChild("CheckboxLabel")
result breakdown output:
## Breakdown
The provided code snippet defines a ... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-- Hitpoints for each enemy; one blaster shot takes 35 hitpoints
GameSettings.EnemyHealthDifficulty = {
Easy = 60,
Normal = 105,
Hard = 140,
}
output:
## Breakdown
The provided code snippet defines a configuration ... |
query code to breakdown:
-- Find the local player if they're already in the game
local localPlayer = Players.LocalPlayer
if localPlayer then
handlePlayerAdded(localPlayer)
end
Sure, let's break it down:
## Breakdown
The provided script is designed to identify the local player in a Roblox game and execute a specific... |
Start by breaking down the code basically step by step:
--[[**
Gets whatever object is stored with the given index, if it exists. This was added since Maid allows getting the task using `__index`.
@param [t:any] Index The index that the object is stored under.
@returns [t:any?] This will return the object if it is f... |
input_code:
--[[
Updates all Spring objects.
]]
local function updateAllSprings(timeStep: number)
for damping, dampingBucket in pairs(springBuckets) do
for speed, speedBucket in pairs(dampingBucket) do
local posPosCoef, posVelCoef, velPosCoef, velVelCoef = springCoefficients(timeStep, damping, speed)
for spr... |
code:
--Input Handler
function DealWithInput(input, IsRobloxFunction)
if (UserInputService:GetFocusedTextBox() == nil) and not _InControls then --Ignore when UI Focus
--Shift Down [Manual Transmission]
if
_IsOn
and (input.KeyCode == _CTRL["ContlrShiftDown"] or (_MSteer and input.KeyCode == _CTRL["MouseShiftD... |
code instruction:
-- Cleans up all the handles in the state
function BaseState:Destroy()
for _, handle in pairs(self.handles) do
handle:Disconnect()
end
end
step by step breakdown/explanation:
## Breakdown
The provided code defines a method named `Destroy` for a class called `BaseState`. This method is responsib... |
important code input to explain step by step:
-- types
export type BezierPoint = {
Type: string,
Point: Vector3 | BasePart,
}
output:
## Breakdown
The provided code defines a custom type in Roblox Luau, which is a scripting language used in the Roblox game engine. This custom type is named `BezierPoint` and it is ... |
code instruction:
--[=[
Removes all attributes from an instance.
@param instance Instance
]=]
function AttributeUtils.removeAllAttributes(instance: Instance)
assert(typeof(instance) == "Instance", "Bad instance")
for key, _ in pairs(instance:GetAttributes()) do
instance:SetAttribute(key, nil)
end
end
return A... |
important code input to explain step by step:
--[[Brakes]]
Tune.ABSEnabled = true -- Implements ABS
Tune.ABSThreshold = 20 -- Slip speed allowed before ABS starts working (in SPS)
Tune.FBrakeForce = 2000 -- Front brake force
Tune.RBrakeForce = 1500 -- Rear brake force
Tune.PBrakeForce = 5500 -- Handbrake force
Tune.F... |
input_code:
--[[**
<description>
Run this once to combine all keys provided into one "main key".
Internally, this means that data will be stored in a table with the key mainKey.
This is used to get around the 2-DataStore2 reliability caveat.
</description>
<parameter name = "mainKey">
The key that will be used ... |
Breakdown this code:
--[[Weight and CG]]
Tune.Weight = 2000 -- Total weight (in pounds)
Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable)
--[[Width]]
6,
--[[Height]]
4,
--[[Length]]
15,
}
Tune.WeightDist = 54 -- Weight distribution (0 - on rear wheels, 100 - on front wheel... |
important code input to explain step by step:
-- This script handles crash detection
while not script.Parent.Cloned.Value do
wait()
end
wait(5)
if not script.Parent.EDIT_THESE.CanCrash.Value then
script:remove()
return
end
local maxImpact = script.Parent.EDIT_THESE.CanCrash.Force.Value
local crashT, explode = 0, ... |
input_code:
-- ROBLOX deviation: IndexedResult annotated as any for now since we don't have tuple support in luau
type IndexedResult = any
function printResult(result: any, expected: any)
if result.type == "throw" then
return "function call threw an error"
end
if result.type == "incomplete" then
return "functi... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--[=[
@param matches {Some: (value: any) -> any, None: () -> any}
@return any
Matches against the option.
```lua
local opt = Option.Some(32)
opt:Match {
Some = function(num) print("Number", ... |
important code input to explain step by step:
-- Get references to the DockShelf and its children
local fldr = script.Parent.Parent.Parent.LyricsFrame
local Pop = script.Parent.Parent.Parent.Popular
local Trcks = script.Parent.Parent.Parent.Tracks
local Serch = script.Parent.Parent.Parent.SearchTracks
local btn = scrip... |
input_code:
--LockController
Closed = true
function LockItems()
script.Parent.Parent.Parent.RCMMain.FunctionalParts.Switches.Locked.Value = script.Locked.Value
end
script.Parent.Touched:connect(function(P)
if
P ~= nil
and P.Parent ~= nil
and P.Parent:FindFirstChild("CardNumber") ~= nil
and P.Parent.CardNum... |
query code to breakdown:
-- goro7
local plr = game.Players.LocalPlayer
function update()
-- Calculate scale
local scale = (plr.PlayerGui.MainGui.AbsoluteSize.Y - 10) / 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:... |
code instruction:
--[=[
Converts a promise to an observable.
@param observable Observable<T>
@param cancelToken CancelToken?
@return Promise<T>
]=]
function Rx.toPromise(observable, cancelToken)
local maid = Maid.new()
local newCancelToken = CancelToken.new(function(cancel)
maid:GiveTask(cancel)
if cancelTok... |
important code input to explain step by step:
--[[ SCRIPT VARIABLES ]]
local CHAT_BUBBLE_FONT = Enum.Font.RobotoMono
local CHAT_BUBBLE_FONT_SIZE = Enum.FontSize.Size24 -- if you change CHAT_BUBBLE_FONT_SIZE_INT please change this to match
local CHAT_BUBBLE_FONT_SIZE_INT = 24 -- if you change CHAT_BUBBLE_FONT_SIZE pleas... |
Start by breaking down the code basically step by step:
--DO NOT CHANGE ANYTHING INSIDE OF THIS SCRIPT BESIDES WHAT YOU ARE TOLD TO UNLESS YOU KNOW WHAT YOU'RE DOING OR THE SCRIPT WILL NOT WORK!!
local hitPart = script.Parent
local debounce = true
local tool = game.ServerStorage.BigSpoon -- Change "Sword" to the name o... |
input_code:
---
script.Parent.Values.Gear.Changed:connect(function()
if script.Parent.Values.Gear.Value == -1 then
for index, child in pairs(car.Body.Lights.Rev:GetChildren()) do
child.Material = Enum.Material.Neon
child.BrickColor = BrickColor.new("Institutional white")
car.DriveSeat.Reverse:Play()
car.... |
query code to breakdown:
--[[--------------------------------------------------------------------
Lua virtual machine opcodes (enum OpCode):
------------------------------------------------------------------------
name args description
------------------------------------------------------------------------... |
important code input to explain step by step:
--Initialize
Render()
CameraUpdater = RunService.Heartbeat:Connect(function()
if Character.HumanoidRootPart then
Camera.CFrame =
cf(Character.HumanoidRootPart.CFrame:toWorldSpace(Offset).p, Character.HumanoidRootPart.CFrame.p)
end
end)
code breakdown:
## Breakdown... |
important code input to explain step by step:
-- connect events
Board.equipped:connect(onEquip)
Board.unequipped:connect(onUnequip)
Sure. Here is a summary:
## Breakdown
The provided code snippet is written in Luau, a variant of Lua used in Roblox for scripting. This snippet is responsible for connecting specific f... |
important code input to explain step by step:
--Made by Superluck, Uploaded by FederalSignal_QCB.
--Made by Superluck, Uploaded by FederalSignal_QCB.
--Made by Superluck, Uploaded by FederalSignal_QCB.
wait(1)
while true do
script.Parent.Parent.Parent.Main.SoundBlock.Value.Sound2.PlaybackSpeed = script.Parent.Playback... |
code to explain:
-------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------
local toolAnimName = ""
local toolAnimTrack = nil
local toolAnimInstance = nil
local currentToolAnimKeyframeHandler = ... |
code instruction:
--// # key, ManOff
mouse.KeyUp:connect(function(key)
if key == "f" then
veh.Lightbar.middle.Man:Stop()
veh.Lightbar.middle.Wail.Volume = 10
veh.Lightbar.middle.Yelp.Volume = 10
veh.Lightbar.middle.Priority.Volume = 10
script.Parent.Parent.Sirens.Man.BackgroundColor3 = Color3.fromRGB(62, 62,... |
Start by breaking down the code basically step by step:
--Updater
script.Parent.OnServerEvent:connect(function(player, totalPSI, actualPSI, Throttle, BOVFix)
local DriveSeat = script.Parent.Parent:WaitForChild("DriveSeat")
local W = DriveSeat:WaitForChild("Whistle")
local B = DriveSeat:WaitForChild("BOV")
local Th... |
input_code:
--[[Steering]]
Tune.SteerInner = 36 -- Inner wheel steering angle (in degrees)
Tune.SteerOuter = 37 -- Outer wheel steering angle (in degrees)
Tune.SteerSpeed = 0.05 -- Steering increment per tick (in degrees)
Tune.ReturnSpeed = 0.1 -- Steering increment per tick (in degrees)
Tune.SteerDecay = 320 -- Speed ... |
code:
--//Suspension//--
local RideHeightFront = 2 --{This value will increase the ride height for front}
local RideHeightRear = 2.3 --{This value will increase the ride height for rear}
local StiffnessFront = 5 --[0-10]{HIGHER STIFFNESS DECREASES SPAWNING STABILITY}
local StiffnessRear = 4 --[0-10]{This value will in... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--- Stretch effect when clicking a button
return function(button)
local events = {}
local buttonDown = false
--- Cache button size
local originalSize = _L.GUIFX.CacheProperty(button, "Size")
--- Button down
loca... |
input_code:
-- Poison the Humanoid this script is attached to
-- While poisoned, victim is slower, takes damage, and flickers green
local victim = script.Parent
if victim and victim:IsA("Humanoid") and victim.Parent then
local victimChildren = victim.Parent:GetChildren()
local originalColors = {}
for i = 1, #vict... |
code instruction:
--[ FUNCTIONS ]--
if not AFKEvent then
AFKEvent = Instance.new("RemoteEvent")
AFKEvent.Parent = game.ReplicatedStorage
AFKEvent.Name = "AFK"
end
local updateAFK = function(player, enable)
local GUI = player.Character:WaitForChild("Head"):WaitForChild("AFKTag")
local Main = player.Character:Wait... |
code to explain:
--MainScript
repeat
local Code1 = script.Parent.Code
local EnteredCode1 = script.Parent.EnteredCode
wait()
until Code1.Value == EnteredCode1.Value and Ready == true
CodeT1.Color = Color
CodeT1C:Destroy()
CodeT2.Color = Color
CodeT2C:Destroy()
CodeT3.Color = Color
CodeT3C:Destroy()
script.Parent.Ma... |
important code input to explain step by step:
-- functions
function onRunning(speed)
if speed > 0 then
pose = "Running"
else
pose = "Standing"
end
end
function onDied()
pose = "Dead"
end
function onJumping()
pose = "Jumping"
end
function onClimbing()
pose = "Climbing"
end
function onGettingUp()
pose = "... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--[=[
Cancels this promise, preventing the promise from resolving or rejecting. Does not do anything if the promise is already settled.
Cancellations will propagate upwards and downwards through ch... |
query code to breakdown:
--DO NOT CHANGE ANYTHING INSIDE OF THIS SCRIPT BESIDES WHAT YOU ARE TOLD TO UNLESS YOU KNOW WHAT YOU'RE DOING OR THE SCRIPT WILL NOT WORK!!
local hitPart = script.Parent
local debounce = true
local tool = game.ServerStorage.HealingCandy -- Change "Sword" to the name of your tool, make sure your... |
code:
--local origWarn = warn
local startTime = time()
local clientLocked = false
local oldInstNew = Instance.new
local oldReq = require
local Folder = script.Parent
local locals = {}
local client = {}
local service = {}
local ServiceSpecific = {}
local function isModule(module)
for ind, modu in pairs(client.Modules)... |
code instruction:
--[[Status Vars]]
local _IsOn = _Tune.AutoStart
if _Tune.AutoStart then
script.Parent.IsOn.Value = true
end
local _GSteerT = 0
local _GSteerC = 0
local _GThrot = 0
local _GBrake = 0
local _ClutchOn = true
local _ClPressing = false
local _RPM = 0
local _HP = 0
local _OutTorque = 0
local _CGear = 0
... |
input_code:
--[[
Fired when state is left
]]
function Transitions.onLeavePreGame(stateMachine, event, from, to, playerComponent)
PlayerPreGame.leave(stateMachine, playerComponent)
end
<<explaining>>
Of course, here is a step by step summary:
## Breakdown
The provided code defines a function within a `Transitions` ... |
code:
-- This is meant for translating user game text that appears under CoreGui.
-- It uses Player.LocaleId and the LocalizationTables under LocalizationService.
-- This includes team names, score names, tool names, and notification toasts.
-- DO NOT USE THIS TO TRANSLATE ROBLOX TEXT IN ROBLOX GUIS!!!
-- Text from Rob... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-- tableUtil.Assign(Table target, ...Table sources)
local function Assign(target, ...)
for _, src in ipairs({ ... }) do
for k, v in pairs(src) do
target[k] = v
end
end
return target
end
loc... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--[[Steering]]
Tune.SteerInner = 49 -- Inner wheel steering angle (in degrees)
Tune.SteerOuter = 50 -- Outer wheel steering angle (in degrees)
Tune.SteerSpeed = 0.02 -- Steering increment per tick (in... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-- options -------------------------
setupmode = "Auto" -- Manual or Auto (if you want to pick what plugins you have yourself or you want it to be automated)
soundplugin = "StockSound" -- StockSound, SoundSuite or 1.5 S... |
important code input to explain step by step:
-- Get the correct sound from our sound list.
local function getSoundProperties()
for name, data in pairs(IDList) do
if name == material then
oldWalkSpeed = humanoid.WalkSpeed
id = data.id
volume = data.volume
playbackSpeed = (humanoid.WalkSpeed / 16) * data... |
input_code:
-- Initialization
local MapPurgeProof = game.Workspace:FindFirstChild("MapPurgeProof")
if not MapPurgeProof then
MapPurgeProof = Instance.new("Folder", game.Workspace)
MapPurgeProof.Name = "MapPurgeProof"
end
code breakdown:
## Breakdown
The provided Lua script is designed to ensure that a folder named... |
code instruction:
--// Tables
local L_65_ = {
"285421759",
"151130102",
"151130171",
"285421804",
"287769483",
"287769415",
"285421687",
"287769261",
"287772525",
"287772445",
"287772351",
"285421819",
"287772163",
}
local L_66_ = workspace:FindFirstChild("BulletModel: " .. L_2_.Name) or Instance.new("Fo... |
Breakdown this code:
--------LEFT DOOR --------
game.Workspace.doorleft.l21.BrickColor = BrickColor.new(1013)
game.Workspace.doorleft.l41.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.pillar.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
Sure, let's break it down:
## Breakdown
The provi... |
code to explain:
-------------------------------------------------------------------------------------
Loader:updateModel(Model, Config.userId.Value)
if Config.AutoUpdateCharacter.Value then
while wait() do
Loader:updateModel(Model, Config.userId.Value)
end
end
code breakdown:
## Breakdown
The provided Luau sc... |
Breakdown this code:
--[=[
@param name string
@param priority number
@param fn (dt: number) -> nil
Calls `RunService:BindToRenderStep` and registers a function in the
Janitor that will call `RunService:UnbindFromRenderStep` on cleanup.
```lua
Janitor:BindToRenderStep("Test", Enum.RenderPriority.Last.Value, func... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-- Variables --
local proximityPrompts = {}
local connections = {}
local tween
local isOpen = false
local shrinkSpeed = Settings["Shrink speed"].Value
local teamColorObjectValues = Settings.Teams:Get... |
important code input to explain step by step:
--[[
Plays an animation on humanoid/character/player. Returns {animationTrack, animation}
Functions.Animation(
id, <-- |REQ| Animation ID
instance, <-- |REQ| Player/character/humanoid
)
--]]
return function(id, parent)
local humanoid
--- Get huma... |
Breakdown this code:
--local Part = script.Parent
--local Org = Part.Position
local rate = 1 / 30
local frames = Time.Value / rate
for frame = 1, frames do
wait(rate)
local percent = frame / frames
--Part.Position = Org + Vector3.new(0, 5 * percent, 0)
Lbl.Value.Parent.StudsOffset = Lbl.Value.Parent.StudsOffset... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-- Folders to parse into databases
for _, databaseFolder in ipairs(ReplicateStorage.Common.Databases:GetChildren()) do
Database.ParseFolder(databaseFolder)
end
output:
## Breakdown
The provided Lu... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--// Settings //--
script.Parent.Triggered:Connect(function(plr)
plr.leaderstats.Coins.Value = plr.leaderstats.Coins.Value + amount
s.Playing = true
end)
explanation of the code:
## Breakdown
Th... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--Services
local UIS = game:GetService("UserInputService")
local tweenService = game:GetService("TweenService")
local ti = TweenInfo.new(0.5, Enum.EasingStyle.Sine
)
output_code:
## Breakdown
The provided code snippet... |
code instruction:
-- If gun has more than one part undisable this and it will weld everything for you!
function Weld(p0, p1)
local weld = Instance.new("Weld")
weld.Part0 = p0
weld.Part1 = p1
weld.C0 = p0.CFrame:inverse() * CFrame.new(p0.Position)
weld.C1 = p1.CFrame:inverse() * CFrame.new(p0.Position)
weld.Parent... |
code:
--Made by Superluck, Uploaded by FederalSignal_QCB. and Dalek For the Amps
--Made by Superluck, Uploaded by FederalSignal_QCB. and Dalek For the Amps
--Made by Superluck, Uploaded by FederalSignal_QCB. and Dalek For the Amps
script.Parent.Material = Enum.Material.Glass
script.Parent.Parent.Parent.On.Changed:Conne... |
Breakdown this code:
--]]
primaryWeaponSlot.ChildAdded:Connect(function(newChild)
weapon1Label.BackgroundColor3 = offColor
weapon1Label.Text = newChild.Name
end)
secondaryWeaponSlot.ChildAdded:Connect(function(newChild)
weapon2Label.BackgroundColor3 = offColor
weapon2Label.Text = newChild.Name
end)
tertiaryWeaponSl... |
important code input to explain step by step:
-- Local variable defaults
local startCheckpoint = nil
local finishCheckpoint = nil
local numLaps = 1
local raceDuration = 60
local debugEnabled = false
<<explaining>>
Of course, here is a step by step summary:
## Breakdown
The provided code snippet is a set of variable ... |
input_code:
-------------------------
function onClicked()
R.Function1.Disabled = true
FX.ROLL.BrickColor = BrickColor.new("CGA brown")
FX.ROLL.loop.Disabled = true
FX.REVERB.BrickColor = BrickColor.new("CGA brown")
FX.REVERB.loop.Disabled = true
FX.GATE.BrickColor = BrickColor.new("CGA brown")
FX.GATE.loop.D... |
Start by breaking down the code basically step by step:
--[[
___ _______ _
/ _ |____/ ___/ / ___ ____ ___ (_)__
/ __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-<
/_/ |_| \___/_//_/\_,_/___/___/_/___/
SecondLogic @ Inspare
]]
script.Parent:WaitForChild("Speedo")
script.Parent:WaitFor... |
code to explain:
-- This script only needs to run if increment values actually exist.
if earnTime > 0 and earnAmount ~= 0 then
-- The first shop in the game that loads will parent this script to
-- ServerScriptService. After that, the other shops will just change
-- the value of playerObject, and the player gets add... |
input_code:
--// Recoil Settings
gunrecoil = -0.3 -- How much the gun recoils backwards when not aiming
camrecoil = 0.05 -- How much the camera flicks when not aiming
AimGunRecoil = -0.1 -- How much the gun recoils backwards when aiming
AimCamRecoil = 0.02 -- How much the camera flicks when aiming
CamShake = 56 -- THI... |
important code input to explain step by step:
-- innit bruv
local renderResolution = 10
local cam = workspace.CurrentCamera
local viewportSize = cam.ViewportSize
explanation:
## Breakdown
1. **Comment**: The line `-- innit bruv` is a comment in Luau, which means it is a note intended for the developer and does not ... |
Start by breaking down the code basically step by step:
-- LIGHT SETTINGS
--[[
LIGHT TYPES:
- Halogen
- LED
]]
--
local Low_Beam_Brightness = 0.55
local High_Beam_Brightness = 0.80
local Fog_Light_Brightness = 0.7
local Rear_Light_Brightness = 1.0
local Brake_Light_Brightness = 1.5
local Reverse_Light_Bright... |
code:
--use this to determine if you want this human to be harmed or not, returns boolean
function checkTeams(otherHuman)
return not (sameTeam(otherHuman) and not FriendlyFire == true)
end
function boom()
wait(1.5)
Used = true
Object.Anchored = true
Object.CanCollide = true
Object.Sparks.Enabled = false
Object.... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--[[ The Module ]]
--
local BaseCharacterController = require(script.Parent:WaitForChild("BaseCharacterController"))
local Keyboard = setmetatable({}, BaseCharacterController)
Keyboard.__index = Keyboard
local bindAtPri... |
input_code:
--------------| SYSTEM SETTINGS |--------------
Prefix = ";" -- The character you use before every command (e.g. ';jump me').
SplitKey = " " -- The character inbetween command arguments (e.g. setting it to '/' would change ';jump me' to ';jump/me').
BatchKey = "" -- The character inbetween batch commands (e... |
input_code:
-- Decompiled with the Synapse X Luau decompiler.
local v1 = {}
for v2, v3 in ipairs(script:GetChildren()) do
if not v2 then
break
end
if v3.ClassName == "ModuleScript" then
for v5, v6 in pairs((require(v3))) do
v1[v5] = v6
end
end
end
return v1
explanation:
## Breakdown
The provided Lua s... |
important code input to explain step by step:
----------------------------------
------------VARIABLES-------------
----------------------------------
PianoId = nil
Connector = game.Workspace:FindFirstChild("GlobalPianoConnector")
local Transposition, Volume = script.Parent:WaitForChild("Transpose"), 1
result breakd... |
Start by breaking down the code basically step by step:
---Box thing
for _, v in pairs(script.Parent.ShopFrame.Boxes:GetChildren()) do
if v:IsA("TextButton") then
v.MouseButton1Click:Connect(function()
---Clean
for _, y in pairs(script.Parent.ShopFrame.BoxContaining.Frame:GetChildren()) do
if y:IsA("ImageL... |
query code to breakdown:
--[[
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)
local v1 = Instance.new("Part")
v1.Anchored = true
v1.CanCollide = fal... |
Start by breaking down the code basically step by step:
-- Declaring Variables
local ts = game:GetService("TweenService")
local mainUI = script.Parent.Parent
local shopFrame = mainUI.Frame
local shopBtn = mainUI.OpenShop
result breakdown output:
## Breakdown
The code snippet provided is written in Luau, a variant ... |
code instruction:
--!strict
local function startsWith(value: string, substring: string, position: number?): boolean
if string.len(substring) == 0 then
return true
end
-- Luau FIXME: we have to use a tmp variable, as Luau doesn't understand the logic below narrow position to `number`
local position_
if position =... |
Breakdown this code:
--[[
Sets the text on the touchable button
]]
function BaseSystem:_setButtonText(text)
local button = self._model:FindFirstChild("ToggleButton")
if not button then
return
end
local textLabel = button:FindFirstChild("SurfaceGui"):FindFirstChild("Text")
if not textLabel then
return
end
... |
code:
--Disable script if car is removed from workspace
Car.AncestryChanged:Connect(function()
if not Car:IsDescendantOf(Workspace) then
unbindActions()
LocalVehicleSeating.ExitSeat()
LocalVehicleSeating.DisconnectFromSeatExitEvent(onExitSeat)
-- stop seated anim
--print("car removed from workspace")
scr... |
important code input to explain step by step:
--[[
Calculates a ratio for interface scaling based on resolution (screen size). Used for scaling down, not up.
Functions.ResolutionScale()
--]]
return function()
--- Return cache
if tick() - lastCalcTick <= 0.05 then
return lastCalc
end
--- calc
local reso... |
code instruction:
--[[
___ _______ _
/ _ |____/ ___/ / ___ ____ ___ (_)__
/ __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-<
/_/ |_| \___/_//_/\_,_/___/___/_/___/
SecondLogic @ Inspare
]]
local FE = workspace.FilteringEnabled
local car = script.Parent.Car.Value
local _Tune = require(c... |
Breakdown this code:
-- this script is optional and not required to have, delete it or keep it
local player = {}
local input = {}
local animation = {}
local players = game:GetService("Players")
local runservice = game:GetService("RunService")
local userinput = game:GetService("UserInputService")
do -- player
local ... |
important code input to explain step by step:
-- UAEmaple
function onTouch(part)
local human = part.Parent:findFirstChild("Humanoid")
if human ~= nil then
part.Parent:findFirstChild("Head").Transparency = 0.99
part.Parent:findFirstChild("Torso").Transparency = 1
part.Parent:findFirstChild("Left Arm").Transpare... |
code to explain:
-- << AUTO UPDATE FRAMES >>
spawn(function()
while wait(20) do
if frame.Visible and main.gui.MainFrame.Visible then
module:UpdatePages()
end
end
end)
return module
Sure, let's break it down:
## Breakdown
The provided code sets up a coroutine that runs in the background to periodically chec... |
important code input to explain step by step:
-- Given two pairs of arrays of strings:
-- Compare the pair of comparison arrays line-by-line.
-- Format the corresponding lines in the pair of displayable arrays.
local function diffLinesUnified2(
aLinesDisplay: { [number]: string },
bLinesDisplay: { [number]: string },... |
code instruction:
--// F key, Manual
mouse.KeyDown:connect(function(key)
if key == "f" then
script.Parent.Parent.Man.TextTransparency = 0
veh.Lightbar.middle.Man:Play()
veh.Lightbar.middle.Wail.Volume = 0
veh.Lightbar.middle.Yelp.Volume = 0
veh.Lightbar.middle.Priority.Volume = 0
veh.Lightbar.middle.Hilo.V... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-- Set the tank's welds to face the right direction
function setTurretDirection(elevation, rotation)
parts.MantletBase.MainGunWeld.C1 = CFrame.new(0, 0, 0) * CFrame.fromEulerAnglesXYZ(0, elevation, 0)
parts.TurretRing2... |
query code to breakdown:
-- Create component
local AboutPane = Roact.PureComponent:extend(script.Name)
function AboutPane:init()
self.DockSize, self.SetDockSize = Roact.createBinding(UDim2.new())
self.Maid = Maid.new()
end
function AboutPane:willUnmount()
self.Maid:Destroy()
end
function AboutPane:render()
retur... |
code instruction:
----------------------------------
local PhysicsManager, SeatManager, ControlManager
local BoatModel = script.Parent
local Seat = WaitForChild(BoatModel, "qBoatSeat")
Sure. Here is a summary:
## Breakdown
The provided Lua code snippet is written in Luau, a statically typed superset of Lua used in ... |
Breakdown this code:
--[[Weight and CG]]
Tune.Weight = 3472 -- Total weight (in pounds)
Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable)
--[[Width]]
6,
--[[Height]]
3,
--[[Length]]
14,
}
Tune.WeightDist = 60 -- Weight distribution (0 - on rear wheels, 100 - on front wheel... |
code to explain:
-- module
local INPUT = {}
function INPUT.GetActionInput(self, action)
local input = "nil"
local replacements = {
Zero = "0",
One = "1",
Two = "2",
Three = "3",
Four = "4",
Five = "5",
Six = "6",
Seven = "7",
Eight = "8",
Nine = "9",
MouseButton1 = "MB1",
MouseButton2 = "M... |
code:
-- Door variables
local Door = script.Parent.Parent.Door.Door
local DoorLogo = Door.DoorLogo
local DoorSeg = Door.DoorSegment
Door.PrimaryPart = Door.DoorSegment
local Open, ShouldBe = false, false
local InZone = {}
Sure, let's break it down:
## Breakdown
This code initializes variables for managing a door sy... |
important code input to explain step by step:
--[[
Button for opening the EmoteBar on gamepad enabled devices.
]]
local ContextActionService = game:GetService("ContextActionService")
local Roact = require(script.Parent.Parent.Packages.Roact)
local t = require(script.Parent.Parent.Packages.t)
local ConfigurationConte... |
Breakdown this code:
--Made by Stickmasterluke ;D
sp = script.Parent
theface = "http://www.roblox.com/asset?id=103838612"
health = 80
textureclosed = "http://www.roblox.com/asset?id=103920391"
textureopen = "http://www.roblox.com/asset?id=103920471"
storedface = ""
local debris = game:GetService("Debris")
check = tr... |
code:
-- Fires off everytime the link is reconfigured into a valid link
-- Fires with link, linkValue
function RxLinkUtils.observeValidityBrio(linkName, link)
assert(typeof(link) == "Instance" and link:IsA("ObjectValue"), "Bad link")
assert(type(linkName) == "string", "Bad linkName")
return Observable.new(function(... |
important code input to explain step by step:
-- Formerly getCurrentCameraMode, this function resolves developer and user camera control settings to
-- decide which camera control module should be instantiated. The old method of converting redundant enum types
function CameraModule:GetCameraControlChoice()
local playe... |
Start by breaking down the code basically step by step:
--[[**
ensures value is a number where min < value
@param min The minimum to use
@returns A function that will return true iff the condition is passed
**--]]
function t.numberMinExclusive(min)
return function(value)
local success, errMsg = t.number(value)
... |
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