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Breakdown this code: --------LEFT DOOR 2-------- game.Workspace.doorleft.l73.BrickColor = BrickColor.new(135) game.Workspace.doorleft.l72.BrickColor = BrickColor.new(135) game.Workspace.doorleft.l63.BrickColor = BrickColor.new(135) game.Workspace.doorleft.l11.BrickColor = BrickColor.new(102) game.Workspace.doorleft.l1...
code to explain: --[[ Credit to einsteinK. Credit to Stravant for LBI. Credit to the creators of all the other modules used in this. Sceleratis was here and decided modify some things. einsteinK was here again to fix a bug in LBI for if-statements --]] local waitDeps = { "Rerubi", "LuaK", "LuaP", "LuaU"...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --TextStuff local Text = script.Parent Text.Text = Multiplier.Value Multiplier.Changed:Connect(function() Text.Text = Multiplier.Value end) Sure. Here is a summary: ## Breakdown The provided Luau script is designed...
query code to breakdown: --!strict local LookEvent: RemoteEvent = game:GetService("ReplicatedStorage"):WaitForChild("Events").Look local Players = game:GetService("Players") LookEvent.OnServerEvent:Connect(function(player: Player, Neck: Motor6D, Waist: Motor6D, NeckCF: CFrame, WaistCF: CFrame) local Character = playe...
important code input to explain step by step: --[=[ @within TableUtil @function Lock @param tbl table @return table Locks the table using `table.freeze`, as well as any nested tables within the given table. This will lock the whole deep structure of the table, disallowing any further modifications. ```lua l...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Turns on the correct pieces of the display function Display(d_hrsTens, d_hrsOnes, d_minsTens, d_minsOnes, d_noon) local parts = { hrsTens, hrsOnes, minsTens, minsOnes, noon } local taskLine = { d...
query code to breakdown: -------- OMG HAX r = game:service("RunService") local damage = 10 local slash_damage = 15 sword = script.Parent.Handle Tool = script.Parent local SlashSound = Instance.new("Sound") SlashSound.SoundId = "http://www.roblox.com/asset/?id=18471816" SlashSound.Parent = sword SlashSound.Volume =...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- Variables (best not to touch these!) local button = script.Parent.Parent.Parent local car = script.Parent.Parent.Parent.Parent.Car.Value local sound = script.Parent.Parent.Start local st = script.Parent.Parent.Stall s...
important code input to explain step by step: -- Object that the player can interact with local NPC_NAME = "Maja-M35" local target = workspace:FindFirstChild(NPC_NAME):FindFirstChild("InteractionPart") local ClickDetector = target:FindFirstChild("ClickDetector") local InteractionFrame = target:FindFirstChild("Interacti...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --------------------- TEMPLATE BLADE WEAPON --------------------------- -- Waits for the child of the specified parent local function WaitForChild(parent, childName) while not parent:FindFirstChild(c...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation ------------------------------------ Settings local Player = game.Players.LocalPlayer local tweenService = game:GetService("TweenService") local Char = Player.Character local Camera = game.Workspace.CurrentCamera local ...
input_code: -- // NOTE: This module is not written by me, but slightly modified \\ -- function PriorityQueue.new() return setmetatable({ heap = {}, current_size = 0, }, PriorityQueue) end function PriorityQueue:isEmpty() return self.current_size == 0 end function PriorityQueue:size() return self.current_size...
code instruction: -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- local path local waypoint local chaseName = nil function GetTorso(part) local chars = game.Workspace:GetDescendants() local chaseRoot = nil local chaseTorso = nil local chasePlr = nil local chaseHuman = nil local ma...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --Drivetrain Tune.TransModes = { "Auto", "Semi", "Manual" } --{"Auto", "Semi", "Manual"} Tune.AutoShiftMode = "RPM" --"RPM" , "Speed" Tune.AutoUpThresh = 0 Tune.AutoDownThresh = 1400 Tune.FDiffSlipThres = 20 -- 1 - 100%...
code to explain: -- Player List local iswhitelisted = whitelist:CheckWhitelist(game.Players.LocalPlayer.Name) if iswhitelisted == false then rs.Whitelist:Destroy() script.Parent.Toggle:Destroy() script.Parent.Panel:Destroy() script:Destroy() return end function fixcanvas() local amount = script.Parent.Panel.Play...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[=[ Observes children and ensures that the value is cleaned up afterwards. @param value any @param parent Instance @return Observable<Instance> ]=] function Blend._observeChildren(value, parent) if typeof(value) ...
Breakdown this code: ---------------------------------------------------------------------------- --- Functions ------------------------------------------------------------ ---------------------------------------------------------------------------- local function DestroyDroplet(d) wait(Fade) -- Proper GC for _,...
query code to breakdown: ---------------------- function module.Create(radius, Position, rockSize, DespawnTime, AmountFlyingDebris) local ModelCircle = Instance.new("Model", workspace.Terrain) ModelCircle.Name = "Debris" Debris:AddItem(ModelCircle, 5) local Y = Position.Y local Material local Transparency loc...
important code input to explain step by step: --!strict local LuauPolyfill = script.Parent.Parent local types = require(LuauPolyfill.types) type Array<T> = types.Array<T> output: ## Breakdown 1. **Strict Mode Declaration**: - The code starts with `--!strict`. This is a Luau directive that enables strict mode for ...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step ----------------------------------------------------------- ----------------------- STATIC DATA ----------------------- ----------------------------------------------------------- local RunService = g...
code instruction: -- Developer : AinStrqfe -- Developer : AinStrqfe -- Developer : AinStrqfe local hitbox = script.Parent hitbox.Touched:Connect(function(touch) local char = touch.Parent if game.Players:GetPlayerFromCharacter(char) then if char:FindFirstChild("Humanoid") then char.Humanoid.MaxHealth = math.hu...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --Canvas Size local firstLabel = pages.custom["AA Space"] local finalLabel = pages.custom["AZ Space"] pages.custom.CanvasSize = UDim2.new(0, 0, 0, (finalLabel.AbsolutePosition.Y - firstLabel.AbsolutePosition.Y) + finalL...
Start by breaking down the code basically step by step: -- main loop RunService.Stepped:connect(function(_, deltaTime) for i = #projectiles, 1, -1 do local projectile = projectiles[i] local alive = UpdateProjectile(projectile, deltaTime) if not alive then KillProjectile(projectile) elseif tick() - project...
code: -- Constants local INFINITE_BOUNDS = Vector2.new(math.huge, math.huge) function TextBox:getSize() -- Return size directly if fixed if not (self.props.Width or self.props.Height or self.props.Size == "WRAP_CONTENT") then return self.props.Size end -- Get fixed sizes for individual axes local Width, Height...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[=[ Only takes distinct values from the observable stream. http://reactivex.io/documentation/operators/distinct.html ```lua Rx.of(1, 1, 2, 3, 3, 1):Pipe({ Rx.distinct(); }):Subscribe(print) --> 1, 2, 3, 1 ```...
code instruction: --This module is for any client FX related to the Lab's door local DoorFX = {} local tweenService = game:GetService("TweenService") local tweenInfo = TweenInfo.new(1, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut) function DoorFX.OPEN(door) if not door then return end tweenService:Create...
Start by breaking down the code basically step by step: --[[ API Reference: This module exposes the following APIs to allow for various configurations and custom interactions. Once the experience starts, a `SocialInteractions` ModuleScript will be parented to ReplicatedStorage. To access the following APIs,...
code: --[[Engine]] --Torque Curve Tune.Horsepower = 150 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 6980 -- Use sliders to manipulate values Tune.Redline = 8000 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 5500 Tune.Peak...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[ @plugin UI Currently converts gui instances into PluginWidgets. ]] local widget = {} local plugin = nil function widget.convertToDockWidget(screenGui, widgetId: string, widgetInfo: DockWidgetPluginGuiInfo, ti...
query code to breakdown: -- LOCAL local tweenService = game:GetService("TweenService") local debris = game:GetService("Debris") local userInputService = game:GetService("UserInputService") local httpService = game:GetService("HttpService") -- This is to generate GUIDs local runService = game:GetService("RunService") lo...
code to explain: -- ScreenSpace -> WorldSpace. Taking a screen height that you want that object to be -- and a world height that is the size of that object, and returning the position to -- put that object at to satisfy those. function ScreenSpace.ScreenToWorldByHeight(x, y, screenHeight, worldHeight) local aspectRati...
Breakdown this code: --- Removes raycast points using only vector3 values. Use the same vector3 table from SetPoints -- @param object BasePart or Bone, the original instance you used for SetPoints -- @param table of vector values that are in local space relative to the basePart function Hitbox:RemovePoints(object: Base...
code instruction: --// All global vars will be wiped/replaced except script --// All guis are autonamed client.Variables.CodeName..gui.Name return function(data) local gui = script.Parent.Parent local playergui = service.PlayerGui local str = data.Message local time = data.Time or 15 --client.UI.Make("HintHolder...
code to explain: --------END AUDIENCE BACK RIGHT-------- game.Workspace.rightpalette.l13.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.rightpalette.l23.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.rightpalette.l14.BrickColor = BrickColor.new(game.Works...
code: --[=[ @param ... any @return args: table Deserializes the arguments and returns the deserialized values. ]=] function Ser.DeserializeArgsAndUnpack(...: any): ...any local args = Ser.DeserializeArgs(...) return table.unpack(args, 1, args.n) end Sure. Here is a summary: ## Breakdown The provided Lua functio...
input_code: --Funcion Del AutoClick local plr = script.Parent.Parent.Parent local lea = plr:WaitForChild("leaderstats") -- Nombre De La Carpeta De Su Sistema De Dinero local gold = lea:WaitForChild("TimesClicked") -- Nombre De Su Sistema De Dinero local coin = lea:WaitForChild("Coins") -- Nombre De Su Sistema De Diner...
Breakdown this code: -- Initialize weld tool local WeldTool = require(CoreTools:WaitForChild("Weld")) Core.AssignHotkey("F", Core.Support.Call(Core.EquipTool, WeldTool)) Core.Dock.AddToolButton(Core.Assets.WeldIcon, "F", WeldTool, "WeldInfo") explanation of the code: ## Breakdown The provided code initializes a weld...
important code input to explain step by step: -- Creates a new tree node from an object. Called when an object starts -- existing in the game tree. local function addObject(object, noupdate) if script then -- protect against naughty RobloxLocked objects local s = pcall(check, object) if not s then return en...
code: ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- function updatechar() for _, v in pairs(character:GetChildren()) do if CanViewBody then if v.Name == "Head" then v.LocalTransparencyModifier = 1 v.CanCollide = false v.face.LocalTranspa...
Start by breaking down the code basically step by step: --- Fire Signal.Fire = function(eventName, ...) --- Variables eventName = string.lower(eventName) --- Get/create event local event = GetEvent(eventName) --- Signal for visualization/tracking purposes on Debug (Client only) META AF BTW if (not isServer) and...
code instruction: --[=[ Retrieves a global remote event from the store. On the server, it constructs a new one, and on the client, it waits for it to exist. :::tip Consider using [PromiseGetRemoteEvent] for a non-yielding version ::: ```lua -- server.lua local GetRemoteEvent = require("GetRemoteEvent") loca...
code to explain: -- Get references to the DockShelf and its children local dockShelf = script.Parent.Parent.Parent.Parent.Parent.DockShelf local aFinderButton = dockShelf.DRoblox local Minimalise = script.Parent local window = script.Parent.Parent.Parent Sure. Here is a summary: ## Breakdown The provided Luau code i...
Breakdown this code: --// Holiday roooaaAaaoooAaaooOod local _G, game, script, getfenv, setfenv, workspace, getmetatable, setmetatable, loadstring, coroutine, rawequal, typeof, print, math, warn, error, pcall, xpcall, select, rawset, rawget, ipairs, pairs, next, Rect, Axes, os, time, Faces, unpack, string, Color3, newp...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --Precalculated paths local t, f, n = true, false, {} local r = { [58] = { { 61, 59, 41, 30, 56, 58 }, t }, [49] = { { 61, 59, 41, 39, 35, 34, 32, 31, 29, 28, 44, 45, 49 }, t }, [16] = { n, f }, [...
query code to breakdown: --//Custom Functions\\-- function FindRigType() characterRigType = rigType:InvokeServer(tool) print(characterRigType .. " rig found.") end function activate() if specialDB then specialDB = false activateSpecial:FireServer(mouse.Hit) else end end explanation of the code: ## Breakdown...
code to explain: --Made by Luckymaxer Debris = game:GetService("Debris") Camera = game:GetService("Workspace").CurrentCamera Sounds = { RayHit = script:WaitForChild("Hit"), } BasePart = Instance.new("Part") BasePart.Shape = Enum.PartType.Block BasePart.Material = Enum.Material.Plastic BasePart.TopSurface = Enum.Su...
query code to breakdown: -- Class local RotatedRegion3 = {} RotatedRegion3.__index = RotatedRegion3 explanation of the code: ## Breakdown The provided code snippet is the beginning of a class definition in Roblox Luau, specifically setting up the basic structure for an object-oriented `RotatedRegion3` class. Here's...
code instruction: --[[ Constructs and returns a new instance, with options for setting properties, event handlers and other attributes on the instance right away. ]] local Package = script.Parent.Parent local PubTypes = require(Package.PubTypes) local cleanupOnDestroy = require(Package.Utility.cleanupOnDestroy) loca...
Start by breaking down the code basically step by step: ------------------------------------------------------------------ local Player = game.Players.LocalPlayer --This line down to line 74 set all the variables in the plane local Character = Player.Character local Plane = Character.Plane local AutoCrash = Plane.AutoC...
Breakdown this code: --------------------) Settings Damage = 0 -- the ammout of health the player or mob will take Cooldown = 5 -- cooldown for use of the tool again ZoneModelName = "Homing hat" -- name the zone model MobHumanoidName = "Humanoid" -- the name of player or mob u want to damage result breakdown outpu...
input_code: ---- Settings ---- local Cooldown = true local Key = "X" UserInputService.InputBegan:Connect(function(Input, IsTyping) if IsTyping then return end local KeyPressed = Input.KeyCode if KeyPressed == Enum.KeyCode[Key] and Cooldown and Character then Cooldown = false Remote:FireServer() wait(8) ...
Start by breaking down the code basically step by step: -- Create component local ItemList = Roact.Component:extend("ItemList") ItemList.defaultProps = { MaxHeight = -1, } function ItemList:init(props) self:setState({ Min = 0, Max = props.MaxHeight, CanvasPosition = Vector2.new(), }) -- Create callback for ...
code to explain: -- FEATURE METHODS function Icon:bindEvent(iconEventName, eventFunction) local event = self[iconEventName] assert( event and typeof(event) == "table" and event.Connect, "argument[1] must be a valid topbarplus icon event name!" ) assert(typeof(eventFunction) == "function", "argument[2] must be a...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --------------------------CHARACTER CONTROL------------------------------- local CurrentIgnoreList: { Model } local CurrentIgnoreTag = nil local TaggedInstanceAddedConnection: RBXScriptConnection? = ...
code to explain: -- MODULES -- local partEmitter = require(Modules.PartEmitter) local partCacheModule = require(Modules.PartCache) local partCache = partCacheModule.new(script.Part, 100, workspace.Debris) local SpiralModule = require(Modules.SpiralTrail) output_code: ## Breakdown The provided Luau code snippet is de...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --^^^ Made by Anaminus ^^^--- function module.getSide(p, s) local cf = p.CFrame if s.x > 0 then return (cf * CFrame.fromAxisAngle(Vector3.new(0, -1, 0), math.pi / 2)).lookVector elseif s.x < 0 then return (cf * C...
important code input to explain step by step: -- Create component local Component = Cheer.CreateComponent("BTToolInformationManager", View) function Component.Start(Core) -- Save reference to core API getfenv(1).Core = Core -- Return component for chaining return Component end function Component.RegisterSection(...
code instruction: -- If you want to know how to retexture a hat, read this: http://www.roblox.com/Forum/ShowPost.aspx?PostID=10502388 debounce = true function onTouched(hit) if hit.Parent:findFirstChild("Humanoid") ~= nil and debounce == true then debounce = false h = Instance.new("Hat") p = Instance.new("Par...
Breakdown this code: -- Constants local DEBUG = false -- Whether or not to use debugging features of FastCast, such as cast visualization. local BULLET_SPEED = 100 -- Studs/second - the speed of the bullet local BULLET_MAXDIST = 1000 -- The furthest distance the bullet can travel local BULLET_GRAVITY = Vector3.new(0, -...
code: -- KEY SETTINGS local Headlights = Enum.KeyCode.L local RunningLights = Enum.KeyCode.N local FogLights = Enum.KeyCode.J local SignalLeft = Enum.KeyCode.Z local SignalRight = Enum.KeyCode.C local Hazards = Enum.KeyCode.X local Popups = Enum.KeyCode.B local Flash = Enum.KeyCode.L output_code: ## Breakdown ...
code to explain: -- If this script is added to an already-running game, this will set up the GUI for the players already in-game: for _, p in pairs(game.Players:GetPlayers()) do repeat wait() until p:findFirstChild("PlayerGui") if p.Character then gui:clone().Parent = p.PlayerGui end characterHandling(p) end ...
code: --[=[ @param fn (player: Player, ...: any) -> nil -- The function to connect @return Connection Connect a function to the signal. Anytime a matching ClientRemoteSignal on a client fires, the connected function will be invoked with the arguments passed by the client. ]=] function RemoteSignal:Connect(fn) if ...
Breakdown this code: --module is tagged "EffectModule" --client gets all modules with this tag and calls initialize() local CameraShaker = require(game.ReplicatedStorage.Modules.CameraShaker) local camera = game.Workspace.CurrentCamera local module = {} local camShake = CameraShaker.new(Enum.RenderPriority.Camera.Val...
query code to breakdown: --PlayerGui:SetTopbarTransparency(0) local screen = Instance.new("ScreenGui") screen.Parent = PlayerGui local textLabel = Instance.new("TextLabel") textLabel.Text = "Loading" textLabel.BackgroundTransparency = 1 textLabel.Position = UDim2.new(0.5, 0, 0.5, 0) textLabel.TextStrokeColor3 = Color...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --Dupes a part from the template. local function MakeFromTemplate(template: BasePart, currentCacheParent: Instance): BasePart local part: BasePart = template:Clone() -- ^ Ignore W000 type mismatch b...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -------------------------------------------------------------------------------- local Car = script.Parent.Car.Value local Values = script.Parent.Values local _Tune = require(Car["A-Chassis Tune"]) l...
code instruction: --- Runs for the very first time whenever a hitbox is created --- Do not run this more than once, you may introduce memory leaks if you do so function Hitbox:_Init() if not self.HitboxObject then return end local tagConnection: RBXScriptConnection local function onTagRemoved(instance: Instance...
important code input to explain step by step: --[=[ Converts this arbitrary value into an observable suitable for use in properties. @param value any @return Observable? ]=] function Blend.toPropertyObservable(value) if Observable.isObservable(value) then return value elseif typeof(value) == "Instance" then -...
code to explain: --[[ Intended for use in tests. Similar to await(), but instead of yielding if the promise is unresolved, _unwrap will throw. This indicates an assumption that a promise has resolved. ]] function Promise.prototype:_unwrap() if self._status == Promise.Status.Started then error("Promise has not r...
code instruction: -- Connect 'setupPlayerData()' function to 'PlayerAdded' event game.Players.PlayerAdded:Connect(setupPlayerData) return PlayerStatManager explanation of the code: ## Breakdown The provided code snippet is written in Luau, a statically typed dialect of Lua used in Roblox for scripting. Let's break ...
Start by breaking down the code basically step by step: --// KeyBindings FireSelectKey = Enum.KeyCode.V CycleSightKey = Enum.KeyCode.T LaserKey = Enum.KeyCode.L LightKey = Enum.KeyCode.G InteractKey = Enum.KeyCode.E AlternateAimKey = Enum.KeyCode.Z InspectionKey = Enum.KeyCode.H AttachmentKey = Enum.KeyCode.LeftControl...
code instruction: -- Roblox character sound script local Players = game:GetService("Players") local RunService = game:GetService("RunService") local SOUND_DATA: { [string]: { [string]: any } } = { Climbing = { SoundId = "rbxasset://sounds/action_footsteps_plastic.mp3", --Change these IDs to what you want, it can b...
Breakdown this code: --[=[ @return table Returns a serialized version of the option. ]=] function Option:Serialize() return { ClassName = self.ClassName, Value = self._v, } end code breakdown: ## Breakdown The provided code defines a method named `Serialize` for a class called `Option`. This method is intend...
query code to breakdown: -- padding between each entry local ENTRY_MARGIN = 1 local explorerPanel = script.Parent local Input = game:GetService("UserInputService") local HoldingCtrl = false local HoldingShift = false local addObject local removeObject local gameChildren = {} table.insert(gameChildren, game:GetServic...
code: --[[ An xpcall() error handler to collect and parse useful information about errors, such as clean messages and stack traces. ]] local Package = script.Parent.Parent local Types = require(Package.Types) local function parseError(err: string): Types.Error return { raw = err, message = err:gsub("^.+:%d+:%s...
code: --- Validates that all of the arguments are in a valid state. -- This must be called before :Run() is called. -- Returns boolean (true if ok), errorText function Command:Validate(isFinal) self._Validated = true local errorText = "" local success = true for i, arg in pairs(self.Arguments) do local argSucces...
code instruction: -- map a value from one range to another local function map(x, inMin, inMax, outMin, outMax) return (x - inMin) * (outMax - outMin) / (inMax - inMin) + outMin end local function playSound(sound) sound.TimePosition = 0 sound.Playing = true end local function stopSound(sound) sound.Playing = false...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --I am an academic weapon and machine. local MWorks = require(game:GetService("ReplicatedStorage"):WaitForChild("Package").MWorks) local module = {} function module:setupUpdate() --Not used externall...
code instruction: --// Walk and Sway local L_125_ local L_126_ = 0.6 local L_127_ = 0.05 -- speed local L_128_ = -0.1 -- height local L_129_ = 0 local L_130_ = 0 local L_131_ = 35 --This is the limit of the mouse input for the sway local L_132_ = -9 --This is the magnitude of the sway when you're unaimed local L_133_...
code instruction: -- Gradually regenerates the Humanoid's Health over time. local REGEN_RATE = 0.5 / 100 -- Regenerate this fraction of MaxHealth per second. local REGEN_STEP = 3 -- Wait this long between each regeneration step. explanation of the code: ## Breakdown The provided code snippet sets up the parameters ...
Start by breaking down the code basically step by step: -- Functional Services tween_service = game:GetService("TweenService") explanation: ## Breakdown This code initializes a variable to reference the TweenService in Roblox. Let's break it down into steps: 1. **Comment Section**: The line `-- Functional Services`...
code: -- This function assumes the character exists when it's called and has default behavior, -- i.e. developer is not parenting the character somewhere manually function CharacterLoadedWrapper._waitForLoadedAsync(self: ClassType, character: Model) if not self:isLoaded() then -- Wait until the character is in Works...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[Transmission]] Tune.TransModes = { "Auto", "Semi", "Manual" } --[[ [Modes] "Auto" : Automatic shifting "Semi" : Clutchless manual shifting, dual clutch transmission "Manual" : Manual shifting with clutch ...
important code input to explain step by step: --[[VARIABLE DEFINITION ANOMALY DETECTED, DECOMPILATION OUTPUT POTENTIALLY INCORRECT]] -- -- Decompiled with the Synapse X Luau decompiler. local u1 = nil coroutine.wrap(function() u1 = require(game.ReplicatedStorage:WaitForChild("Resources")) end)() local v1 = {} local l...
code to explain: -- Each note takes up exactly 8 seconds in audio. i.e C2 lasts 8 secs, C2# lasts 8 secs, C3 lasts 8 secs, C3# lasts 8 secs etc. for each audio -- These are the IDs of the piano sounds. settings.SoundSource = Box settings.CameraCFrame = CFrame.new( (Box.CFrame * CFrame.new(0, 5, 3)).p, -- +z is towar...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- This scales the scale amount non-linearly according to scaleWeight function WeaponsGui:getWeightedScaleAmount(originalScaleAmount, newScreenDim, referenceScreenDim) return (1 - self.scaleWeight) *...
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.ShrinkPotion -- Change "Sword" to the name of your tool, make sure your...
input_code: -- ROBLOX deviation END local typesModule = require(Packages.JestTypes) type Global_ArrayTable = typesModule.Global_ArrayTable type Global_Col = typesModule.Global_Col type Global_Row = typesModule.Global_Row type Global_Table = typesModule.Global_Table local pretty = require(Packages.PrettyFormat).format ...
code instruction: -- map a value from one range to another local function map(x: number, inMin: number, inMax: number, outMin: number, outMax: number): number return (x - inMin) * (outMax - outMin) / (inMax - inMin) + outMin end local function playSound(sound: Sound) sound.TimePosition = 0 sound.Playing = true end ...
code to explain: -- Decompiled with the Synapse X Luau decompiler. return { Name = "alias", Aliases = {}, Description = "Creates a new, single command out of a command and given arguments.", Group = "DefaultUtil", Args = { { Type = "string", Name = "Alias name", Description = "The key or input type you...
Start by breaking down the code basically step by step: --playNstop function module.playNstop(anim, hum, dur) local animation = hum.Animator:LoadAnimation(anim) animation:Play() task.delay(dur, function() animation:Stop() end) end Sure, let's break it down: ## Breakdown The provided code defines a function nam...
code: -- Local Functions local function setupPlayerStats(player) local character = player.Character or player.CharacterAdded:wait() local humanoid = character:WaitForChild("Humanoid") local stats = Instance.new("Folder") stats.Name = "stats" stats.Parent = player local points = Instance.new("NumberValue") poin...
Start by breaking down the code basically step by step: -- Loading local CutsceneFolder = workspace.Cutscenes:WaitForChild("run") -- The folder that contains the cutscene data (Cameras...) local Destroy = true -- Destroy folder after loading? you don't want your player to see your cameras floating around! local NoYield...
Start by breaking down the code basically step by step: -- ROBLOX scripter hackers, see what you can do with this: -- game:GetService("BadgeService"):UserHasBadge(userid, badgeid) local db = false function OnTouch(part) if db then return else db = true end if part.Parent:FindFirstChild("Humanoid") ~= nil then...
important code input to explain step by step: --just send ur backup tick to the function and it should work fineeeee tool.Activated:Connect(function() if state == "idle" then state = "swinging" for i, v in pairs(hitpeople) do hitpeople[i] = nil end local backuptick = equiptick if (tick() - lastswingtick) ...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Local Variables local TimeObject = workspace:WaitForChild("MapPurgeProof"):WaitForChild("Time") local ScreenGui = script.Parent.ScreenGui local Timer = ScreenGui.ScoreFrame.Frame.Timer local Events...
code: --------| Reference |-------- local isServer = _L.Services.RunService:IsServer() local events = {} local funcs = {} output_code: ## Breakdown The provided script initializes two tables and checks the environment in which the script is running. Here’s a step-by-step breakdown of what the code does: 1. **...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --Weld stuff here MakeWeld(misc.Wiper.Hinge, car.DriveSeat, "Motor", 0.1) ModelWeld(misc.Wiper.Parts, misc.Wiper.Hinge) MakeWeld(misc.Wiper2.Hinge, car.DriveSeat, "Motor", 0.1) ModelWeld(misc.Wiper2.Parts, misc.Wiper2.H...
important code input to explain step by step: ---------------------------------------------------------------- ---------------------------------------------------------------- ---------------------------------------------------------------- ---------------------------------------------------------------- --------------...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- Variables local rs = game:GetService("RunService") local plr = game.Players.LocalPlayer local char = plr.Character local mFrame = script.Parent local iContainer = mFrame.ItemContainer local currentTool = nil exp...