text stringlengths 54 19.6k |
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begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-- ================================================================================
-- PUBLIC FUNCTIONS
-- ================================================================================
function Eng... |
Breakdown this code:
--[ FUNCTION ]-
function updateMusic()
local id = string.gsub(music.SoundId, "rbxassetid://", "")
local success, info = pcall(mps.GetProductInfo, mps, id)
if success then
Frame:TweenPosition(UDim2.new(0.288, 0, 0.026, 0), "Out", "Quad", 0.5, true) -- changing it to in
script.Parent.Text = "... |
code to explain:
--Setup animation here--
setup(animation.ControlSurfaces.ElevatorL, 0.03)
setup(animation.ControlSurfaces.ElevatorR, 0.03)
setup(animation.ControlSurfaces.Rudder, 0.03)
setupInside(animation.Wings.WFL.Aileron, 0.03)
setupInside(animation.Wings.WFR.Aileron, 0.03)
setupInside(animation.Gears.NG.Wheel, 0.... |
input_code:
-- Player specific convenience variables
local MyPlayer = nil
local MyCharacter = nil
local MyHumanoid = nil
local MyTorso = nil
local MyMouse = nil
local RecoilAnim
local RecoilTrack = nil
local ReloadAnim
local ReloadTrack = nil
local IconURL = Tool.TextureId
local DebrisService = game:GetService("Debr... |
important code input to explain step by step:
----------------------------------
------------FUNCTIONS-------------
----------------------------------
function Receive(player, action, ...)
local args = { ... }
if player == User and action == "play" then
Connector:FireAllClients(
"play",
User,
args[1],
... |
code:
--[[ Now for the rest ]]
local Lighting = game:GetService("Lighting")
local MarketplaceService = game:GetService("MarketplaceService")
local Players = game:GetService("Players")
local gamepassId = 184464896 --Put the ID of the asset here
local toolNames = { "Portal Gun" } --Must be in lighting
local toolsParent... |
input_code:
--Precalculated paths
local t, f, n = true, false, {}
local r = {
[58] = { { 45, 44, 28, 29, 31, 32, 34, 35, 39, 41, 30, 56, 58 }, t },
[49] = { { 45, 49 }, t },
[16] = { n, f },
[19] = { { 45, 44, 28, 29, 31, 32, 34, 35, 39, 41, 30, 56, 58, 20, 19 }, t },
[59] = { { 45, 44, 28, 29, 31, 32, 34, 35, 39,... |
input_code:
--[=[
@interface KnitOptions
.ServicePromises boolean?
.Middleware Middleware?
.PerServiceMiddleware PerServiceMiddleware?
@within KnitClient
- `ServicePromises` defaults to `true` and indicates if service methods use promises.
- Each service will go through the defined middleware, unless the servic... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--[[_________________________________________________
!!!Put this is StarterPack OR IT WILL NOT WORK!!!
_________________________________________________
--]]
--Do not edit the Below unless you know... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
---WeldConstraint anything you want to move to the TargetL_Closed and TargetR_Closed MeshParts.
---TargetL_Closed and TargetR_Closed should be anchored but child welded objects that move with TargetL_... |
query code to breakdown:
--[[Susupension]]
Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled
--Front Suspension
Tune.FSusDamping = 50 -- Spring Dampening
Tune.FSusStiffness = 9000 -- Spring Force
Tune.FSusLength = 1 -- Suspension length (in studs)
Tune.FSusMax... |
input_code:
-- Make signal strict
setmetatable(Signal, {
__index = function(_tb, key)
error(("Attempt to get Signal::%s (not a valid member)"):format(tostring(key)), 2)
end,
__newindex = function(_tb, key, _value)
error(("Attempt to set Signal::%s (not a valid member)"):format(tostring(key)), 2)
end,
})
return... |
query code to breakdown:
--[[
Performs a left-fold of the list with the given initial value and callback.
]]
local function foldLeft(list, callback, initialValue)
local accum = initialValue
for i = 1, #list do
accum = callback(accum, list[i], i)
end
return accum
end
return foldLeft
output_code:
## Breakdown... |
code:
--[[**
ensures value is an integer
@param value The value to check against
@returns True iff the condition is satisfied, false otherwise
**--]]
function t.integer(value)
local success, errMsg = t.number(value)
if not success then
return false, errMsg or ""
end
if value % 1 == 0 then
return true
else... |
code:
-- ROBLOX deviation: omitted fileExists and cleanup
local function toMatchSnapshot(...)
local args = { ... }
local this: types.Context = args[1]
local received: any = args[2]
local propertiesOrHint: any = args[3]
local hint: ConfigPath = args[4]
local matcherName = "toMatchSnapshot"
local properties
lo... |
important code input to explain step by step:
-- Current UI layout
local CurrentLayout
function ChangeLayout(Layout)
-- Sets the UI to the given layout
-- Make sure the new layout isn't already set
if CurrentLayout == Layout then
return
end
-- Set this as the current layout
CurrentLayout = Layout
-- Reset ... |
input_code:
--model.Part.Touched:Connect(function(player)
wait(10)
if triggered == false then
triggered = true
leftTweenOpen:Play()
rightTweenOpen:Play()
model.Part.DoorStart:Play()
wait(4)
model.Part.DoorStart:Stop()
model.Part.DoorStop:Play()
wait(7.5)
--leftTweenClose:Play()
--rightTweenClose:Play()
--mod... |
important code input to explain step by step:
--[=[
@param ... any
@return args: table
Serializes the arguments and returns the serialized values in a table.
]=]
function Ser.SerializeArgs(...: any): Args
local args = table.pack(...)
for i, arg in ipairs(args) do
if type(arg) == "table" then
local ser = Ser.C... |
input_code:
--- Drag this into "StarterCharacterScripts"
function OnDeath()
for _, p in pairs(game.Players:GetPlayers()) do
local Gui = script.DNGui:Clone()
Gui.Parent = p.PlayerGui
Gui.TextLabel.Text = script.Parent.Name .. " was killed."
Gui.Script.Disabled = false
end
end
script.Parent.Humanoid.Died:Conne... |
query code to breakdown:
---------------------------------------------------
function module:CreateRanks()
coroutine.wrap(function()
local ranksInfo = main.signals.RetrieveRanksInfo:InvokeServer()
local permRanksInfo = ranksInfo.PermRanks
local ranksToSort = ranksInfo.Ranks
local permissions = ranksInfo.Permis... |
code instruction:
-- K is a tunable parameter that changes the shape of the S-curve
-- the larger K is the more straight/linear the curve gets
local k = 0.35
local lowerK = 0.8
local function SCurveTranform(t: number)
t = math.clamp(t, -1, 1)
if t >= 0 then
return (k * t) / (k - t + 1)
end
return -((lowerK * -t) ... |
important code input to explain step by step:
--// # key, ManOff
mouse.KeyUp:connect(function(key)
if key == "h" 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.BackgroundCol... |
code to explain:
--// SS3 controls for AC6 by Itzt, originally for 2014 Infiniti QX80. i don't know how to tune ac lol
wait(0.1)
local player = game.Players.LocalPlayer
local HUB = script.Parent.HUB
local limitButton = HUB.Name
local FE = game.Workspace.FilteringEnabled
local lightOn = false
local Camera = game.Works... |
input_code:
--[[
CameraModule - This ModuleScript implements a singleton class to manage the
selection, activation, and deactivation of the current camera controller,
character occlusion controller, and transparency controller. This script binds to
RenderStepped at Camera priority and calls the Update() methods on ... |
important code input to explain step by step:
--[[
The following represents a raycast function suitable for guns.
The ray passes through all CanCollide = false parts unless they belong to a Humanoid.
--]]
local Utils = require(script.Parent.Parent)
local FindCharacterAncestor = Utils.Misc.GetCharacterFromPart
fun... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-- Called when character is about to be removed
function BaseOcclusion:CharacterRemoving(char: Model, player: Player) end
function BaseOcclusion:OnCameraSubjectChanged(newSubject) end
Sure. Here is... |
code instruction:
-- We want to be able to override outputFunction in tests, so the shape of this
-- module is kind of unconventional.
--
-- We fix it this weird shape in init.lua.
local prettyPrint = require(script.Parent.prettyPrint)
local loggerMiddleware = {
outputFunction = print,
}
function loggerMiddleware.mid... |
important code input to explain step by step:
-------------------------
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 = BrickColo... |
query code to breakdown:
-- If promise debugging is on, use a version of pcall that warns on failure.
-- This is useful for finding errors that happen within Promise itself.
local wpcall
if PROMISE_DEBUG then
wpcall = function(f, ...)
local result = { pcall(f, ...) }
if not result[1] then
warn(result[2])
end... |
code:
--[=[
@return Promise
Returns a promise that is resolved once Knit has started. This is useful
for any code that needs to tie into Knit services but is not the script
that called `Start`.
```lua
Knit.OnStart():andThen(function()
local MyService = Knit.Services.MyService
MyService:DoSomething()
end):cat... |
query code to breakdown:
-- This is an overloaded function for TransparencyController:SetupTransparency(character)
-- Do not call directly, or it will throw an assertion!
function FpsCamera:SetupTransparency(character, ...)
assert(self ~= FpsCamera)
self:BaseSetupTransparency(character, ...)
if self.AttachmentList... |
query code to breakdown:
-- 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(... |
query code to breakdown:
-- Modified By GraphicsSettings, Original is unknown
-- Removed Unnessecary code and improved the syntax
-- Better than toObjectSpace?
local Tool = script.Parent.Parent
local update = script.Parent:WaitForChild("Update")
local Neck_Original = CFrame.new(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
... |
query code to breakdown:
--// F key, Horn
mouse.KeyUp:connect(function(key)
if key == "f" then
if Rumbler == false then
veh.Lightbar.middle.WailR.Volume = 0
veh.Lightbar.middle.YelpR.Volume = 0
veh.Lightbar.middle.PriorityR.Volume = 0
veh.Lightbar.middle.Wail.Volume = 1
veh.Lightbar.middle.Yelp.Volume... |
code to explain:
-- Decompiled with the Synapse X Luau decompiler.
function Click()
script.Parent.ScrollingFrame.Visible = true
script.Parent.CloseButton.Visible = true
end
script.Parent.MouseButton1Down:connect(Click)
<<explaining>>
Of course, here is a step by step summary:
## Breakdown
1. **Function Definition... |
important code input to explain step by step:
--
script.Parent:WaitForChild("A-Chassis Interface")
script.Parent:WaitForChild("Plugins")
script.Parent:WaitForChild("README")
local car = script.Parent.Parent
local _Tune = require(script.Parent)
local Drive = car.Wheels:GetChildren()
for _, v in pairs(Drive) do
for _... |
code to explain:
--Made by ?!?!?!?!, just group with the model to get it to work. This button also works for planes.
--Do not change anything besides the lines mentioned below.Again,Group it to anything you want(Cars,Trains,Planes Etc.)
model = script.Parent.Parent --Indicates that the script interacts with the model... |
query code to breakdown:
-- << RETRIEVE FRAMEWORK >>
local main = _G.HDAdminMain
local load = main.loadModule
local cf = load("cf")
local credits = load("Credits")
local updates = load("Updates")
explanation:
## Breakdown
1. **Retrieve Framework Reference:**
- `local main = _G.HDAdminMain`
- This line assign... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-- Put this script in a Part or a ServerScriptService
local scriptToDestroy = game.Workspace.Map6.Badge.Nodead
game.Players.PlayerAdded:Connect(function(player)
player.CharacterAdded:Connect(function(character)
local... |
code instruction:
--Mobile support
local mobileGui = script.MobileGui
if userInputService.TouchEnabled then
userInputService.ModalEnabled = true
mobileGui.Parent = player.PlayerGui
mobileGui.DrivePad.Up.MouseButton1Down:connect(function()
movement = Vector2.new(movement.X, 1)
end)
mobileGui.DrivePad.Up.MouseBut... |
code:
--Made by Luckymaxer
Figure = script.Parent
BasePart = Instance.new("Part")
BasePart.Material = Enum.Material.Plastic
BasePart.Shape = Enum.PartType.Block
BasePart.TopSurface = Enum.SurfaceType.Smooth
BasePart.BottomSurface = Enum.SurfaceType.Smooth
BasePart.FormFactor = Enum.FormFactor.Custom
BasePart.Size = V... |
important code input to explain step by step:
-- Modules
local Data = ServerScriptService.Data
local Data_Modules = Data.Modules
local DataStore = require(Data_Modules.DataStore)
local ModuleScripts = ReplicatedStorage:WaitForChild("ModuleScripts")
local GameSettings = require(ModuleScripts:WaitForChild("GameSettings")... |
Start by breaking down the code basically step by step:
--// Bullet Physics
BulletPhysics = Vector3.new(0, 55, 0) -- Drop fixation: Lower number = more drop
BulletSpeed = 1500 -- Bullet Speed
BulletSpread = 0 -- How much spread the bullet has
ExploPhysics = Vector3.new(0, 20, 0) -- Drop for explosive rounds
ExploSpeed... |
Start by breaking down the code basically step by step:
-- VERTICE INDEX ARRAYS
local BLOCK = { 1, 2, 3, 4, 5, 6, 7, 8 }
local WEDGE = { 1, 2, 5, 6, 7, 8 }
local CORNERWEDGE = { 4, 5, 6, 7, 8 }
result breakdown output:
## Breakdown
The provided Luau code defines and initializes arrays that represent the indices of ... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
------------
Player.Character.Torso["Right Hip"]:destroy()
glue1 = Instance.new("Glue", Player.Character.Torso)
glue1.Part0 = Player.Character.Torso
glue1.Part1 = rightleg
glue1.Name = "Right leg"
collider1 = Instance.ne... |
input_code:
-- / Settings / --
local Settings = {
TweenTime = 1,
}
while true do
for _, Color in pairs(Colors) do
TweenService:Create(Highlight, TweenInfo.new(Settings.TweenTime, Enum.EasingStyle.Linear), {
FillColor = Color,
}):Play()
task.wait(Settings.TweenTime + 0.5)
end
end
code breakdown:
## Break... |
code:
-- Update position of all confetti.
svcRun.RenderStepped:Connect(function()
for _, val in pairs(confetti) do
if confettiColors then
val:SetColors(confettiColors)
end
val.Enabled = confettiActive
val:Update()
end
end)
local fire = function(paramColors)
confettiColors = paramColors
spawn(function()
... |
important code input to explain step by step:
--Listen for new seat
CollectionService:GetInstanceAddedSignal(SeatTag):Connect(function(seat)
Seats[seat] = seat
end)
CollectionService:GetInstanceRemovedSignal(SeatTag):Connect(function(seat)
Seats[seat] = nil
end)
result breakdown output:
## Breakdown
The provided ... |
code instruction:
--[[
Pickup visualizer implementation
]]
local pickupVisualizer = {}
function pickupVisualizer.start()
for _, instance in pairs(CollectionService:GetTagged(PICKUP_SPAWNER_TAG)) do
pickupAdded(instance)
end
maid.pickupAddedConnection = CollectionService:GetInstanceAddedSignal(PICKUP_SPAWNER_TA... |
code to explain:
--[[Engine]]
--Torque Curve
Tune.Horsepower = 1825 -- [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 = 55... |
Breakdown this code:
-------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------
-- STATE CHANGE HANDLERS
function onRunning(speed)
if speed > 0.5 then
local scale = 16.0
playAnimation("walk... |
code instruction:
--Made by Luckymaxer
Tool = script.Parent
Handle = Tool:WaitForChild("Handle")
Light = Handle:WaitForChild("Light")
Players = game:GetService("Players")
Debris = game:GetService("Debris")
CastLaser = Tool:WaitForChild("CastLaser"):Clone()
Modules = Tool:WaitForChild("Modules")
Functions = require(... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-------------------------
function onClicked()
R.Function1.Disabled = true
R.Function2.Disabled = false
R.BrickColor = BrickColor.new("Institutional white")
N.One1.BrickColor = BrickColor.new("Rea... |
code to explain:
--[[
This is a simple signal implementation that has a dead-simple API.
local signal = createSignal()
local disconnect = signal:subscribe(function(foo)
print("Cool foo:", foo)
end)
signal:fire("something")
disconnect()
]]
local function createSignal()
local connections = {}
local s... |
code to explain:
-- Reparents an instance and outputs helpful logging information so we can see
-- where instances are going at runtime.
local function move(instance: Instance, newParent: Instance)
instance.Parent = newParent
log("move", ("%s -> %s"):format(instance.Name, instance:GetFullName()))
end
output_code:
#... |
input_code:
--- Shows Cmdr window
function Cmdr:Show()
if not self.Enabled then
return
end
Interface.Window:Show()
end
explanation:
## Breakdown
The provided code defines a method `Show` for a class named `Cmdr`. This method is responsible for displaying a user interface element, specifically the Cmdr window, ... |
important code input to explain step by step:
--------RIGHT DOOR 7--------
game.Workspace.doorright.l73.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l72.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l71.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l63.BrickColor = BrickColor.new(13... |
code instruction:
-- ScreenSize -> WorldSize
function ScreenSpace.ScreenWidthToWorldWidth(screenWidth, depth)
local aspectRatio = ScreenSpace.AspectRatio()
local hfactor = math.tan(math.rad(workspace.CurrentCamera.FieldOfView) / 2)
local wfactor = aspectRatio * hfactor
local sx = ScreenSpace.ViewSizeX()
--
return... |
input_code:
--[[
Package link auto-generated by Rotriever
]]
local PackageIndex = script.Parent._Index
return require(PackageIndex["roact-fit-components-d6c8b1ec-a4a29eae"].Packages["roact-fit-components"])
Sure. Here is a summary:
## Breakdown
The provided script is designed to return the `Roact-Fit-Components` p... |
input_code:
--CHANGE THE NAME, COPY ALL BELOW, AND PAST INTO COMMAND BAR
local TycoonName = "Batman tycoon"
if game.Workspace:FindFirstChild(TycoonName) then
local s = nil
local bTycoon = game.Workspace:FindFirstChild(TycoonName)
local zTycoon = game.Workspace:FindFirstChild("Zednov's Tycoon Kit")
local new_Colle... |
code:
-- Right Legs
character.RagdollRig.ConstraintRightUpperLeg.Attachment0 = RUL
character.RagdollRig.ConstraintRightUpperLeg.Attachment1 = RULRig
character.RagdollRig.ConstraintRightLowerLeg.Attachment0 = RLL
character.RagdollRig.ConstraintRightLowerLeg.Attachment1 = RLLRig
character.RagdollRig.ConstraintRightFoot.A... |
code instruction:
--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 worksp... |
query code to breakdown:
--[[
To make another trader, duplicate a trader and change the proximity prompt text in their UpperTorso
ActionText: "FinalItemName"
ObjectText = "ItemRequired: 0/AmountRequired"
]]
local function trade(PP)
local char = plr.Character
if not char then
return
end
local tool = char:FindFirst... |
input_code:
--Rescripted by Luckymaxer
Tool = script.Parent
Handle = Tool:WaitForChild("Handle")
Players = game:GetService("Players")
Animations = {}
ClientControl = Tool:WaitForChild("ClientControl")
ClientControl.OnClientInvoke = function(Mode, Value)
if Mode == "PlayAnimation" then
for i, v in pairs(Animatio... |
Breakdown this code:
--[=[
Token to use for deleting.
@server
@class DataStoreDeleteToken
]=]
local require = require(script.Parent.loader).load(script)
local Symbol = require("Symbol")
return Symbol.named("dataStoreDeleteToken")
Sure, let's break it down:
## Breakdown
The provided Luau script defines a class ... |
important code input to explain step by step:
--EDIT BELOW----------------------------------------------------------------------
settings.PianoSoundRange = 100
settings.KeyAesthetics = true
settings.PianoSounds = {
"269058581", --C/C#
"269058744", --D/D#
"269058842", --E/F
"269058899", --F#/G
"269058974", --G#/A... |
Start by breaking down the code basically step by step:
-- Public Methods
function CheckboxLabelClass:GetValue()
return self.Button.Checkmark.Visible
end
function CheckboxLabelClass:SetValue(bool)
bool = not not bool
local container = self.Frame.CheckContainer
local colorA = container.BackgroundColor3
local col... |
Start by breaking down the code basically step by step:
-- Decompiled with the Synapse X Luau decompiler.
local v1 = {}
local l__ReplicatedStorage__2 = game.ReplicatedStorage
local v3 = require(game.ReplicatedStorage.Modules.Xeno)
local v4 = require(game.ReplicatedStorage.Modules.CameraShaker)
local l__TweenService__5... |
code instruction:
-------------------------
function onClicked()
R.BrickColor = BrickColor.new("Really red")
C.One.BrickColor = BrickColor.new("Really black")
C.Two.BrickColor = BrickColor.new("Really black")
C.Three.BrickColor = BrickColor.new("Really black")
C.Four.BrickColor = BrickColor.new("Really black")
C.... |
important code input to explain step by step:
--// # key, Spotlight
mouse.KeyDown:connect(function(key)
if key == "." then
veh.Lightbar.middle.SpotlightSound:Play()
veh.Lightbar.Remotes.SpotlightEvent:FireServer(true)
end
end)
output_code:
## Breakdown
The provided code is a Lua function designed to respond to... |
Breakdown this code:
-- local bindModule = require(script.Parent.Parent.bind)
-- type EachTests = bindModule.EachTests
type EachTests = any
local interpolationModule = require(script.Parent.interpolation)
type Headings = interpolationModule.Headings
type Template = interpolationModule.Template
type Templates = interpol... |
input_code:
--magenta 12
if k == "m" and ibo.Value == true then
bin.Blade.BrickColor = BrickColor.new("Magenta")
bin.Blade2.BrickColor = BrickColor.new("Institutional white")
bin.Blade.White.Enabled = false
colorbin.white.Value = false
bin.Blade.Blue.Enabled = false
colorbin.blue.Value = false
bin.Blade.Green.En... |
code:
-- // NAMELESS SETTINGS
settings.IgnoreAdonisAdmins = true
settings.UseDiscordWebhook = false
settings.DiscordWebhookLink = ""
settings.Whitelist = {} -- Use UserIds, not player names
return settings
Sure, let's break it down:
## Breakdown
The provided code snippet defines a configuration table named `settin... |
Breakdown this code:
-- periodically re-join the studs to the center
while true do
wait(30)
local cf = center.CFrame
rebuildStud(top, cf * CFrame.new(0, 3, 0))
rebuildStud(bottom, cf * CFrame.new(0, -3, 0))
rebuildStud(left, cf * CFrame.new(3, 0, 0))
rebuildStud(right, cf * CFrame.new(-3, 0, 0))
rebuildStud(fron... |
code:
--Tune--
local StockHP = 550 --Power output desmos: https://www.desmos.com/calculator/wezfve8j90 (does not come with torque curve)
local TurboCount = 2 --(1 = SingleTurbo),(2 = TwinTurbo),(if bigger then it will default to 2 turbos)
local TurboSize = 80 --bigger the turbo, the more lag it has
local WasteGatePress... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-- Roblox character sound script
local SetState = script:WaitForChild("SetState")
local Players = game:GetService("Players")
local RunService = game:GetService("RunService")
local SOUND_DATA = {
C... |
code instruction:
--[[
Set up initial values.
]]
function BaseSystem:_init(model)
self._isActive = true
self._connections = {}
self._health = DEFAULT_STARTING_HEALTH
self._maxHealth = DEFAULT_STARTING_HEALTH
self._model = model
return self
end
output_code:
## Breakdown
The provided code defines a function `... |
Breakdown this code:
--Commands and Sounds
local function updateSettings()
for a, b in pairs(pages.custom:GetChildren()) do
local settingName = string.sub(b.Name, 5)
if b:FindFirstChild("SettingValue") then
b.SettingName.TextLabel.Text = settingName .. ":"
local settingValue = main.pdata[settingName]
b.Se... |
code instruction:
--[=[
@class Option
Represents an optional value in Lua. This is useful to avoid `nil` bugs, which can
go silently undetected within code and cause hidden or hard-to-find bugs.
]=]
local Option = {}
Option.__index = Option
function Option._new(value)
local self = setmetatable({
ClassName = CLA... |
Start by breaking down the code basically step by step:
--Main function
local function AttachAuraControl(source_part, eff_cont) --(source_part, effect_container)
local AnimObj
local function Start()
AnimObj = {}
AnimObj["MainPart"] = EFFECT_LIB.NewInvisiblePart()
AnimObj["Emitter"] = script.ConspiracyEff:clon... |
input_code:
--------------------------------------------------------------------------------------------------------------------------
----------------------------------------------GRENADES---------------------------------------------------------------
-------------------------------------------------------------------... |
code instruction:
-- Call AddStamina or RemoveStamina and add a number into the brackets between 0-100 to add/deduct stamina.
local StaminaSystem = {}
StaminaSystem.StaminaValue = script.Parent.StaminaValue
StaminaSystem.StaminaCanRegen = true
function StaminaSystem.AddStamina(value)
local newStamina = math.min(Stam... |
code instruction:
--// Services
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local UserInputService = game:GetService("UserInputService")
local TweenService = game:GetService("TweenService")
local RunService = game:GetService("RunService")
local Players = game:GetService("Players")
step by step brea... |
code:
-- Legacy implementation renamed
function CameraUtils.GetAngleBetweenXZVectors(v1, v2)
return math.atan2(v2.X * v1.Z - v2.Z * v1.X, v2.X * v1.X + v2.Z * v1.Z)
end
function CameraUtils.RotateVectorByAngleAndRound(camLook, rotateAngle, roundAmount)
if camLook.Magnitude > 0 then
camLook = camLook.unit
local c... |
code instruction:
-- TUNE
SpeedType = "KPH" -- MPH or KPH
local Smoothness = 0.89
local TurboSmoothness = 0.87
local autoscaling = true --Estimates top speed
local UNITS = { --Click on speed to change units
--First unit is default
{
units = "MPH",
scaling = (10 / 12) * (60 / 88), -- 1 stud : 10 inches | ft/s to ... |
input_code:
-- https://stackoverflow.com/a/5732390
type Range = { number }
local function mapRange(n: number, input: Range, output: Range): number
assert(input[1] ~= input[2], "input min and max must be different numbers to avoid dividing by zero")
local slope = (output[2] - output[1]) / (input[2] - input[1])
ret... |
Breakdown this code:
--[=[
Executes upon pending stop
@param func function
@return Promise<T>
]=]
function Promise:Finally(func)
return self:Then(func, func)
end
code breakdown:
## Breakdown
The provided code snippet defines a method named `Finally` for a `Promise` class. This method is designed to ensure that ... |
code instruction:
--[[ Constants ]]
--
local TOUCH_CONTROLS_SHEET = "rbxasset://textures/ui/Input/TouchControlsSheetV2.png"
local MIDDLE_TRANSPARENCIES = {
1 - 0.89,
1 - 0.70,
1 - 0.60,
1 - 0.50,
1 - 0.40,
1 - 0.30,
1 - 0.25,
}
local NUM_MIDDLE_IMAGES = #MIDDLE_TRANSPARENCIES
local TOUCH_IS_TAP_TIME_THRESHOLD... |
Start by breaking down the code basically step by step:
--Weld stuff here
MakeWeld(car.Misc.Hinges.Hinge, car.DriveSeat, "Motor", 0).Name = "ENGINE"
ModelWeld(misc.Hinges.Parts, misc.Hinges.Hinge)
MakeWeld(car.Misc.ActualCam.Hinge, car.Misc.Hinges.Parts.Hinge2, "Motor", 0).Name = "ENGINE"
ModelWeld(misc.ActualCam.Part... |
Breakdown this code:
--[[
Updates the value stored in this State object.
If `force` is enabled, this will skip equality checks and always update the
state object and any dependents - use this with care as this can lead to
unnecessary updates.
]]
function class:set(newValue: any, force: boolean?)
local oldValue = ... |
Breakdown this code:
--This is the server sided module for handling this vehicles seating requests
local Players = game:GetService("Players")
local Workspace = game:GetService("Workspace")
local HttpService = game:GetService("HttpService")
local DOOR_OPEN_SPEED = 2.15
local DOOR_OPEN_ANGLE = 55
local DOOR_OPEN_TIME = ... |
code:
-- // Vars
local TweenService = game:GetService("TweenService")
local frame = script.Parent.Parent
local button = script.Parent
local onPosition = UDim2.new(0, 0, 0, 0)
local onColor = Color3.new(0.333333, 1, 0)
local offPosition = UDim2.new(0.519, 0, 0, 0)
local offColor = Color3.new(1, 0, 0)
local debounce ... |
Start by breaking down the code basically step by step:
-- setup emote chat hook
game:GetService("Players").LocalPlayer.Chatted:connect(function(msg)
local emote = ""
if string.sub(msg, 1, 3) == "/e " then
emote = string.sub(msg, 4)
elseif string.sub(msg, 1, 7) == "/emote " then
emote = string.sub(msg, 8)
end
... |
Breakdown this code:
-----------------
--| Constants |--
-----------------
local ROCKET_MESH_ID = "http://www.roblox.com/asset/?id=94690081"
local ROCKET_MESH_SCALE = Vector3.new(1, 1, 1)
local ROCKET_SHOW_TIME = 1.5 -- Seconds after animation begins to show the rocket
local ROCKET_HIDE_TIME = 2.2 -- Seconds after an... |
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... |
Start by breaking down the code basically step by step:
--edit the below function to execute code when this response is chosen OR this prompt is shown
--player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data
return function(player, dialogueFolder)
local plrData = r... |
Breakdown this code:
--global functions
ai.Move = function(loc, mustSee, humanoid)
goalHumanoid = humanoid
if goalPos then
goalPos = loc
else
goalPos = loc
spawn(function()
ai.State = "Tracking"
local lastGoal
local lastTime = time()
while goalPos and ai.Humanoid do
local gp = goalPos
if pc... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--[[Weight and CG]]
Tune.Weight = 6000 -- Total weight (in pounds)
Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable)
--[[Width]]
5,
--[[Height]]
8,
--[[Length]]
17,
}
Tune.W... |
Breakdown this code:
--- Returns a new Maid object
function Maid.new()
local self = {}
self.Tasks = {}
return setmetatable(self, Maid)
end
Maid.MakeMaid = Maid.new
output_code:
## Breakdown
The provided code defines a Lua class named `Maid` and includes a constructor function to create instances of this class. ... |
query code to breakdown:
--HUB.Default.Lock.MouseButton1Click:connect(function()
-- if carSeat.Seatlock.Value == false then
-- handler:FireServer('seatlock',true,0)
-- else
-- handler:FireServer('seatlock',false,12)
-- end
--end)
radio.Buttons.Play.MouseButton1Click:connect(function()
handler:FireServer("updateSong... |
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