text stringlengths 54 19.6k |
|---|
code to explain:
--[[START]]
script.Parent:WaitForChild("Car")
script.Parent:WaitForChild("Values")
explanation:
## Breakdown
The provided script is written in Luau, which is the scripting language used in Roblox. The script's purpose is to ensure that specific child objects, named "Car" and "Values," are present i... |
Breakdown this code:
--[[
CameraShakePresets.Bump
CameraShakePresets.Explosion
CameraShakePresets.Earthquake
CameraShakePresets.BadTrip
CameraShakePresets.HandheldCamera
CameraShakePresets.Vibration
CameraShakePresets.RoughDriving
--]]
local CameraShakeInstance = require(script.Parent.CameraShakeInstance)
... |
important code input to explain step by step:
--[=[
Observes an attribute on an instance with a conditional statement.
@param instance Instance
@param attributeName string
@param condition function | nil
@return Observable<Brio<any>>
]=]
function RxAttributeUtils.observeAttributeBrio(instance, attributeName, condi... |
Start by breaking down the code basically step by step:
-- ================================================================================
-- VARIABLES
-- ================================================================================
-- Services
local UserInputService = game:GetService("UserInputService")
local GuiS... |
Start by breaking down the code basically step by step:
-- A graph object which can have dependents.
export type Dependency = {
dependentSet: Set<Dependent>,
}
code breakdown:
## Breakdown
The provided code defines a type in Luau, which is a statically typed variant of Lua used in Roblox for better performance and ... |
important code input to explain step by step:
--Weld stuff here
car.Body.CarName.Value.VehicleSeat.ChildAdded:connect(function(child)
if
child.Name == "SeatWeld"
and child:IsA("Weld")
and game.Players:GetPlayerFromCharacter(child.Part1.Parent) ~= nil
then
end
end)
output_code:
## Breakdown
The provided cod... |
Start by breaking down the code basically step by step:
-- Converts a Color3 in RGB space to a Vector3 in Oklab space.
function Oklab.to(rgb: Color3): Vector3
local l = rgb.R * 0.4122214708 + rgb.G * 0.5363325363 + rgb.B * 0.0514459929
local m = rgb.R * 0.2119034982 + rgb.G * 0.6806995451 + rgb.B * 0.1073969566
loca... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
------------
Player.Character.Torso["Left Shoulder"]:destroy()
glue111 = Instance.new("Glue", Player.Character.Torso)
glue111.Part0 = Player.Character.Torso
glue111.Part1 = leftarm
glue111.Name = "Lef... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-- EFFECTS
while task.wait() do
-- rotate
name.UIStroke.UIGradient.Rotation += 1
chance.UIStroke.UIGradient.Rotation += 1
end
output:
## Breakdown
The provided script is designed to continuously update the `Rotatio... |
code instruction:
--Stickmasterluke
--A nice simple axe
sp = script.Parent
r = game:service("RunService")
anims = { "RightSlash", "LeftSlash", "OverHeadSwing" }
basedamage = 0 + (script.Parent.AddDam.Value / 4)
slashdamage = 0 + script.Parent.AddDam.Value
swingdamage = 0 + script.Parent.AddDam.Value
damage = baseda... |
code:
-- places a brick at pos and returns the position of the brick's opposite corner
function placeBrick(cf, pos)
local brick = Instance.new("Part")
brick.Size = Vector3.new(brickWidth, brickHeight, brickDepth)
brick.BrickColor = colors[math.random(1, #colors)]
brick.Friction = 0.01
brick.CFrame = cf * CFrame.ne... |
query code to breakdown:
--[[
Update a binding's value. This is only accessible by Roact.
]]
function Binding.update(binding, newValue)
local internalData = binding[InternalData]
newValue = internalData.valueTransform(newValue)
internalData.value = newValue
internalData.changeSignal:fire(newValue)
end
explanat... |
input_code:
--[[Engine]]
--Torque Curve
Tune.Horsepower = 280 -- [TORQUE CURVE VISUAL]
Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf
Tune.PeakRPM = 6000 -- Use sliders to manipulate values
Tune.Redline = 6700 -- Copy and paste slider values into the respective tune values
Tune.EqPoint = 5500
Tun... |
code to explain:
--All sounds are referenced by this ID
local SFX = {
Died = 0,
Running = 1,
Swimming = 2,
Climbing = 3,
Jumping = 4,
GettingUp = 5,
FreeFalling = 6,
FallingDown = 7,
Landing = 8,
Splash = 9,
}
local Humanoid = nil
local Head = nil
explanation of the code:
## Breakdown
The provided code sn... |
code instruction:
-- Works backwards, joining the arguments until it resolves to an absolute path.
-- If an absolute path is not resolved, then the current working directory is
-- prepended
function Path:resolve(...: string)
local paths: Array<string> = { ... }
local resolvedpath = ""
local resolveddrive = nil
loca... |
query code to breakdown:
--[=[
@within TableUtil
@function Sync
@param srcTbl table -- Source table
@param templateTbl table -- Template table
@return table
Synchronizes the `srcTbl` based on the `templateTbl`. This will make
sure that `srcTbl` has all of the same keys as `templateTbl`, including
removing keys... |
code instruction:
--------------------------------------------------------------
-- Connection
local Connection = {}
Connection.__index = Connection
function Connection.new(event, connection)
local self = setmetatable({
_conn = connection,
_event = event,
Connected = true,
}, Connection)
return self
end
fun... |
important code input to explain step by step:
-- Editable Values
local TurboId = 240323039
local SuperId = 404779487
local BovId = 3568930062
local TurboVol = 0.025 --Per Psi
local TurboRollOffMax = 1000
local TurboRollOffMin = 10
local SuperVol = 0.1 --Per Psi
local SuperRollOffMax = 1000
local SuperRollOffMin = 10
... |
code:
--------LEFT DOOR 3--------
game.Workspace.doorleft.l71.BrickColor = BrickColor.new(135)
game.Workspace.doorleft.l72.BrickColor = BrickColor.new(135)
game.Workspace.doorleft.l73.BrickColor = BrickColor.new(135)
game.Workspace.doorleft.l63.BrickColor = BrickColor.new(135)
game.Workspace.doorleft.l62.BrickColor = B... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--Traction Control Settings
Tune.TCSEnabled = false -- Implements TCS
Tune.TCSThreshold = 20 -- Slip speed allowed before TCS starts working (in SPS)
Tune.TCSGradient = 20 -- Slip speed gradient between 0 to max reductio... |
important code input to explain step by step:
-- Changeable Settings
------------------------
local FlashlightKey = "F"
local brightness = 0.7
local range = 40
local shadowson = false
<<explaining>>
Of course, here is a step by step summary:
## Breakdown
The provided code snippet defines a configuration table for... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
---
local Paint = false
script.Parent.MouseButton1Click:connect(function()
Paint = not Paint
handler:FireServer("Fossil", Paint)
end)
code breakdown:
## Breakdown
The provided code is a simple s... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-- snaps if pet to far
while true do
if master then
distance = (pet.SpringAttach.WorldPosition - master.Position).Magnitude
if distance > maxDistance * 1.5 then
pet.CFrame = master.CFrame
end
end
wait()
end
... |
input_code:
--------------------------------------------------------------------------
local _WHEELTUNE = {
--[[
SS6 Presets
[Eco]
WearSpeed = 1,
TargetFriction = .7,
MinFriction = .1,
[Road]
WearSpeed = 2,
TargetFriction = .7,
MinFriction = .1,
[Sport]
WearSpeed = 3,
TargetFriction = .79... |
Breakdown this code:
--[[ Matches ]]
--
local function match_tostr(self)
local spans = proxy[self].spans
local s_start, s_end = spans[0][1], spans[0][2]
if s_end <= s_start then
return string.format("Match (%d..%d, empty)", s_start, s_end - 1)
end
return string.format("Match (%d..%d): %s", s_start, s_end - 1, ut... |
code to explain:
--[[Engine]]
--Torque Curve
Tune.Horsepower = 550 -- [TORQUE CURVE VISUAL]
Tune.IdleRPM = 800 -- https://www.desmos.com/calculator/2uo3hqwdhf
Tune.PeakRPM = 8000 -- Use sliders to manipulate values
Tune.Redline = 9000 -- Copy and paste slider values into the respective tune values
Tune.EqPoint = 610... |
code to explain:
-----------------------------------------------------------
----------------------- STATIC DATA -----------------------
-----------------------------------------------------------
local RunService = game:GetService("RunService")
local Workspace = game:GetService("Workspace")
local ReplicatedStorage = g... |
input_code:
-- Customization
AntiTK = false -- Set to false to allow TK and damaging of NPC, true for no TK. (To damage NPC, this needs to be false)
MouseSense = 0.5
CanAim = true -- Allows player to aim
CanBolt = false -- When shooting, if this is enabled, the bolt will move (SCAR-L, ACR, AK Series)
LaserAttached =... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-- This module is very simple - it simply submits a log whenever a player joins or leaves the game.
local module = {}
function module.loadServer(core)
-- Include a first join message, since it takes a moment before th... |
input_code:
--!strict
local package = script.package
assert(
package and package:IsA("ObjectValue"),
("could not require package. %q does not have a 'package' ObjectValue"):format(script:GetFullName())
)
local value = package.Value
assert(
value and value:IsA("ModuleScript"),
("could not require package. %q does no... |
code:
-- built-in flowtypes reverse engineered based on usage and enabling strict type checking on test suites
--!strict
local Packages = script.Parent.Parent
local LuauPolyfill = require(Packages.LuauPolyfill)
type Error = LuauPolyfill.Error
type Array<T> = LuauPolyfill.Array<T>
type Object = { [string]: any }
outpu... |
Start by breaking down the code basically step by step:
-- Pause the shimmer when the mouse clicks the guiObject
guiObject.MouseButton1Click:Connect(function()
if shim.PlaybackState == Enum.PlaybackState.Playing then
pauseShimmer()
else
startShimmer()
end
end)
output:
## Breakdown
The provided Lua script is d... |
code instruction:
--[[Wheel Alignment]]
--[Don't physically apply alignment to wheels]
--[Values are in degrees]
Tune.FCamber = -8
Tune.RCamber = -1
Tune.FCaster = 7
Tune.FToe = 1
Tune.RToe = 0
Sure. Here is a summary:
## Breakdown
The provided code defines a configuration table named `Tune` that stores specific set... |
query code to breakdown:
-- d3m l4z0rzzz!!!!
local TS = game:GetService("TweenService")
local P1 = script.Parent.Pivot1
local P2 = script.Parent.Pivot2
local OG_ROT1 = P1.CFrame
local OG_ROT2 = P2.CFrame
TS:Create(
P1,
TweenInfo.new(0.4, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut, 0, false, 0),
{ CFrame = P1... |
Breakdown this code:
--!strict
type Table = { [any]: any }
type Array<T> = { [number]: T }
return function(value: Table | Array<any> | string): Array<any>
if value == nil then
error("cannot extract values from a nil value")
end
local valueType = typeof(value)
local array = {}
if valueType == "table" then
for... |
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.ChocoMilk -- Change "Sword" to the name ... |
input_code:
-- functions
function stopAllAnimations()
local oldAnim = currentAnim
-- return to idle if finishing an emote
if emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false then
oldAnim = "idle"
end
currentAnim = ""
currentAnimInstance = nil
if currentAnimKeyframeHandler ~= nil then
currentAni... |
code to explain:
-- Casts and recasts until it hits either: nothing, or something not transparent or collidable
local function PiercingCast(fromPoint, toPoint, ignoreList) --NOTE: Modifies ignoreList!
repeat
local hitPart, hitPoint = CastRay(fromPoint, toPoint, ignoreList)
if hitPart and (hitPart.Transparency > 0.... |
code instruction:
-- Decompiled with the Synapse X Luau decompiler.
local v1 = {
data = {},
event = {},
}
local v2 = { "Knobs", "Revives", "Boosts", "Statistics", "Achievements" }
for v3, v4 in pairs(v2) do
local v5 = Instance.new("BindableEvent")
v5.Name = v4 .. "Updated"
v5.Parent = script
v1.event[v4] = v5
en... |
code instruction:
-- ROBLOX TODO: implement in LuauPolyfill
local CurrentModule = script.Parent
local Packages = CurrentModule.Parent
local LuauPolyfill = require(Packages.LuauPolyfill)
local Array = LuauPolyfill.Array
type Array<T> = LuauPolyfill.Array<T>
local RegExp = require(Packages.RegExp)
type RegExp = RegExp.... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--[[
___ _______ _
/ _ |____/ ___/ / ___ ____ ___ (_)__
/ __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-<
/_/ |_| \___/_//_/\_,_/___/___/_/___/
SecondLogic @ Inspar... |
code instruction:
-- p = period
-- a = amplitud
local function inOutElastic(t, a, p, b, c, d)
b, c, d = default(b, c, d)
if t == 0 then
return b
end
t = t / d * 2
if t == 2 then
return b + c
end
if not p then
p = d * (0.3 * 1.5)
end
if not a then
a = 0
end
local s
if not a or a < abs(c) then
... |
Start by breaking down the code basically step by step:
-- Class that provides body orientation functionality to a given rig
local OrientableBody = {}
OrientableBody.__index = OrientableBody
local function waitForDescendantWhichIsA(parent: Instance, name: string, className: string)
for _, descendant in ipairs(parent:... |
code to explain:
--[[
___ _______ _
/ _ |____/ ___/ / ___ ____ ___ (_)__
/ __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-<
/_/ |_| \___/_//_/\_,_/___/___/_/___/
SecondLogic @ Inspare
]]
local FE = workspace.FilteringEnabled
local car = script.Parent.Car.Value
local handler = car:Wait... |
Breakdown this code:
--Precalculated paths
local t, f, n = true, false, {}
local r = {
[58] = { { 35, 39, 41, 30, 56, 58 }, t },
[49] = { { 35, 34, 32, 31, 29, 28, 44, 45, 49 }, t },
[16] = { n, f },
[19] = { { 35, 39, 41, 30, 56, 58, 20, 19 }, t },
[59] = { { 35, 39, 41, 59 }, t },
[63] = { { 35, 39, 41, 30, 56,... |
important code input to explain step by step:
--[[
Native:
tween = Tween.FromService(instance, tweenInfo, properties)
See Wiki page on Tween object for methods and such
Custom:
tween = Tween.new(tweenInfo, callbackFunction)
tween.TweenInfo
tween.Callback
tween.PlaybackState
tween:P... |
Breakdown this code:
-- A function to play fire sounds.
function PlayFireSound()
local NewSound = FireSound:Clone()
NewSound.Parent = Handle
NewSound:Play()
Debris:AddItem(NewSound, NewSound.TimeLength)
end
function PlayReloadSound()
local NewSound = Handle.Reload:Clone()
NewSound.Parent = Handle
NewSound:Play(... |
input_code:
--- Creates a link between two attachments. The module will constantly raycast between these two attachments.
-- @param attachment1 Attachment object (can have a group attribute)
-- @param attachment2 Attachment object
function Hitbox:LinkAttachments(attachment1: Attachment, attachment2: Attachment)
local ... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--[=[
One of the most useful functions this combines the latest values of
observables at each chance!
```lua
Rx.combineLatest({
child = Rx.fromSignal(Workspace.ChildAdded);
lastChildRemoved =... |
code instruction:
--[[
___ _______ _
/ _ |____/ ___/ / ___ ____ ___ (_)__
/ __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-<
/_/ |_| \___/_//_/\_,_/___/___/_/___/
SecondLogic @ Inspare
]]
local FE = workspace.FilteringEnabled
local car = script.Parent.Car.Value
local handler = car:Wai... |
important code input to explain step by step:
--Made by Luckymaxer
Model = script.Parent
Debris = game:GetService("Debris")
FadeRate = 0.025
Rate = (1 / 15)
Removing = false
function RemoveModel()
if Removing then
return
end
local Parts = {}
for i, v in pairs(Model:GetChildren()) do
if v:IsA("Model") then
... |
code to explain:
-- Data store for tracking purchases that were successfully processed
local purchaseHistoryStore = DataStoreService:GetDataStore("PurchaseHistory")
MarketplaceService.PromptProductPurchaseFinished:Connect(function(UserId, assetId, wasPurchased)
_G.FinishedPurchase(UserId, assetId, wasPurchased)
end)
... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--[[**
<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 reliab... |
input_code:
------------------------------------
function onTouched(part)
if part.Parent ~= nil then
local h = part.Parent:findFirstChild("Humanoid")
if h ~= nil then
local teleportfrom = script.Parent.Enabled.Value
if teleportfrom ~= 0 then
if h == humanoid then
return
end
local teleportto... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-- Decompiled with the Synapse X Luau decompiler.
local l__LocalPlayer__1 = game.Players.LocalPlayer
local v2 = {}
local l__LocalPlayer__3 = game.Players.LocalPlayer
local v4 = require(game:GetService("ReplicatedStorage... |
Start by breaking down the code basically step by step:
--// DO NOT EDIT THIS SCRIPT
--// DO NOT EDIT THIS SCRIPT
--// DO NOT EDIT THIS SCRIPT
--// DO NOT EDIT THIS SCRIPT
--// DO NOT EDIT THIS SCRIPT
--// DO NOT EDIT THIS SCRIPT
--// DO NOT EDIT THIS SCRIPT
--// DO NOT EDIT THIS SCRIPT
--// DO NOT EDIT THIS SCRIPT
--/... |
code:
-- folders
local powerupsFolder = replicatedStorage.Game.Powerups
local mapActivePowerupsFolder = game.ReplicatedStorage.MapSettings.Powerups
local tweenInfo = TweenInfo.new(1, Enum.EasingStyle.Sine)
local descendants = maxAmmoFrame:GetDescendants()
local instanceInfoTables = {}
for _, item in pairs(descendant... |
code:
--[[Weight and CG]]
Tune.Weight = 3968 -- Total weight (in pounds)
Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable)
--[[Width]]
6,
--[[Height]]
3.5,
--[[Length]]
14,
}
Tune.WeightDist = 50 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 ... |
code:
--Localize
local instance, newRay = Instance.new, Ray.new
local v2, v3, cf, udim2 = Vector2.new, Vector3.new, CFrame.new, UDim2.new
local insert, random, abs = table.insert, math.random, math.abs
local Player = game.Players.LocalPlayer
local Character = Player.Character or Player.CharacterAdded:Wait()
explanat... |
input_code:
--- Code that will be run when the block is added to a InfoOverlay. Used to customize and edit the appearance or add functionality.
return function(blockGui, blockName, ...)
local title = ...
blockGui.title.Text = title .. "!"
end
result breakdown output:
## Breakdown
The provided Luau code defines a... |
Breakdown this code:
-- General settings
local XRAY_TIME = 10
local COOLDOWN = 25
local plr = game.Players.LocalPlayer
local inputService = game:GetService("UserInputService")
game.ReplicatedStorage.Interactions.Client.Perks.UseXRay.OnClientEvent:connect(function()
-- Make sure character is alive
if plr.Character ~... |
important code input to explain step by step:
--[[
Returns the value of an attribute on an instance, erroring if the
attribute doesn't exist. Normally, calling :GetAttribute() doesn't error,
but in most cases, getting an attribute should only happen where it's guaranteed
to exist, and we therefore want it to error.... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-- Constants
local ITERATIONS = 8
local FixedRate = 1 / 60
local MaxSkips = 120
local iterdt = FixedRate / ITERATIONS
step by step breakdown/explanation:
## Breakdown
The provided Lua code snipp... |
code:
--!nocheck
local LocalizationService = game:GetService("LocalizationService")
local ChatService = game:GetService("Chat")
local success, userShouldLocalizeServerMessages = pcall(function()
return UserSettings():IsUserFeatureEnabled("UserShouldLocalizeServerMessages")
end)
local userShouldLocalizeServerMessages ... |
code to explain:
-- in the aboutWindow
aboutCloseButton.MouseButton1Down:Connect(function()
topbar_acloseButton_p:Play()
hideAboutWindow()
lightenScreen()
end)
aboutCloseButton.MouseButton1Up:Connect(function()
topbar_acloseButton_f:Cancel()
topbar_aclosebutton_r... |
Start by breaking down the code basically step by step:
--//Client
local Player = game.Players.LocalPlayer
local Character = Player.Character or Player.CharacterAdded:Wait()
local Camera = workspace.CurrentCamera
explanation of the code:
## Breakdown
The provided Lua script is designed to work on the client side of ... |
code:
-- Updated 10/14/2014 - Updated to 1.0.3
--- Now handles joints semi-acceptably. May be rather hacky with some joints. :/
local NEVER_BREAK_JOINTS = false -- If you set this to true it will never break joints (this can create some welding issues, but can save stuff like hinges).
local function CallOnChildren(In... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
---- This script is most useful for when you're trying to assign teams to people based on their rank within your group, such as a team for the owner, admins, etc.
game.Players.PlayerAdded:connect(function(newPlayer)
lo... |
code to explain:
--// Bullet Physics
BulletPhysics = Vector3.new(0, 55, 0) -- Drop fixation: Lower number = more drop
BulletSpeed = 2500 -- Bullet Speed
BulletSpread = 1 -- How much spread the bullet has
ExploPhysics = Vector3.new(0, 20, 0) -- Drop for explosive rounds
ExploSpeed = 600 -- Speed for explosive rounds
B... |
Start by breaking down the code basically step by step:
-- Variables
local inputBeganHandle = nil
local function OnCharacterAdded(character)
local humanoid = character:WaitForChild("Humanoid")
-- Listen for inputs from the local player
inputBeganHandle = UserInputService.InputBegan:Connect(function(inputObject)
... |
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 = 5000 -- Front brake force
Tune.RBrakeForce = 5000 -- Rear brake force
Tune.PBrakeForce = 5000 -- Handbrake force
Tune.F... |
input_code:
--[[
Restricts the reading of missing members for a table.
]]
local Package = script.Parent.Parent
local logError = require(Package.Logging.logError)
local function restrictRead(tableName: string, strictTable: table): table
local metatable = getmetatable(strictTable)
if metatable == nil then
metatab... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--[[
___ _______ _
/ _ |____/ ___/ / ___ ____ ___ (_)__
/ __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-<
/_/ |_| \___/_//_/\_,_/___/___/_/___/
SecondLogic @ Inspar... |
input_code:
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take
Cooldown = 5 -- cooldown for use of the tool again
ZoneModelName = "bow" -- name the zone model
MobHumanoidName = "Humanoid" -- the name of player or mob u want to damage
output:
## Breakdown
The provided cod... |
code:
-------------------------
--| Exposed Functions |--
-------------------------
function PopperCam:Update()
if PopperEnabled then
-- First, prep some intermediate vars
local focusPoint = Camera.Focus.p
local cameraCFrame = Camera.CoordinateFrame
local cameraFrontPoint = cameraCFrame.p + (cameraCFrame.look... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-- ================================================================================
-- CONNECTIONS
-- ================================================================================
ExitButton.Activa... |
input_code:
--Tune--
local StockHP = 240 --Power output desmos: https://www.desmos.com/calculator/wezfve8j90 (does not come with torque curve)
local TurboCount = 1 --(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 WasteGat... |
Breakdown this code:
---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----
runService.RenderStepped:connect(function()
if running then
updatechar()
CamPos = CamPos + (TargetCamPos - CamPos) * 0.28
AngleX = AngleX + (TargetAngleX - AngleX) * 0.35
local d... |
query code to breakdown:
--[[
Handles the PurchasingPot stage during the First Time User Experience,
which waits for the player to purchase a pot
--]]
local ServerStorage = game:GetService("ServerStorage")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local FarmManagerServer = require(ServerStorage... |
code instruction:
-- ROBLOX deviation: saves a valid Roblox ModuleScript
local function saveSnapshotFile(snapshotData: SnapshotData, snapshotPath: ConfigPath)
local snapshots = {
writeSnapshotVersion(),
"local exports = {}",
}
for _, key in ipairs(alphanumsort(Object.keys(snapshotData))) do
table.insert(
s... |
code instruction:
--------RIGHT DOOR 10--------
game.Workspace.doorright.l73.BrickColor = BrickColor.new(102)
game.Workspace.doorright.l72.BrickColor = BrickColor.new(102)
game.Workspace.doorright.l71.BrickColor = BrickColor.new(102)
game.Workspace.doorright.l63.BrickColor = BrickColor.new(102)
game.Workspace.doorright... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--// All global vars will be wiped/replaced except script
--// All guis are autonamed using client.Functions.GetRandom()
return function(data, env)
if env then
setfenv(1, env)
end
local gui = s... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--local Screen = carSeat.Parent.AudioPlayerScreen.SurfaceGui <-- soon
local Song = script.Parent.AudioPlayerGui.Song
local Audio = carSeat.Audio
local Audio1 = carSeat.Audio1
local Audio2 = carSeat.Au... |
Start by breaking down the code basically step by step:
--[[**
ensures value is a number where value <= max
@param max The maximum to use
@returns A function that will return true iff the condition is passed
**--]]
function t.numberMax(max)
return function(value)
local success, errMsg = t.number(value)
if not... |
important code input to explain step by step:
---------------
--| Utility |--
---------------
local function AssertTypes(param, ...)
local allowedTypes = {}
local typeString = ""
for _, typeName in pairs({ ... }) do
allowedTypes[typeName] = true
typeString = typeString .. (typeString == "" and "" or " or ") .. ... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--[[
Returns true if the window is currently not breached
]]
function Window:isNormal()
return self._state == Constants.State.Window.Normal
end
Sure. Here is a summary:
## Breakdown
The provided ... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--[[Brakes]]
Tune.ABSEnabled = true -- Implements ABS
Tune.ABSThreshold = 20 -- Slip speed allowed before ABS starts working (in SPS)
Tune.FBrakeForce = 1800 -- Front brake force
Tune.RBrakeForce = 1700 -- Rear brake fo... |
code to explain:
-- DEPRECATED
local module = {}
function module:init_instance_dynamically(ad)
local PublicAPI = require(script.Parent.PublicAPI)
PublicAPI.dynamicLoadBillboardAd(ad)
end
function module:init_3d_instance_dynamically(ad)
local PublicAPI = require(script.Parent.PublicAPI)
PublicAPI.dynamicLoadBoxAd... |
important code input to explain step by step:
-- Local Functions
local function isInTutorial()
return TutorialPanels.Visible
end
local function makeShoeParticle()
local particle = ShoeParticle:Clone()
local randomX = (math.random() - 0.5) / 10
particle.Position = UDim2.fromScale(0.5 + randomX, 0.9)
particle.Paren... |
query code to breakdown:
--////////////////////////////////////////////////////////////////////////////////////////////
--////////////////////////////////////////////////////////////// Code to do chat window fading
--////////////////////////////////////////////////////////////////////////////////////////////
function C... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--put on startercharacterscripts
--made this from a tutorial
--i'll take this as not mine cause i dont know how to script and this was from a tutorial
local humanoid = script.Parent:WaitForChild("Huma... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--EDIT BELOW----------------------------------------------------------------------
settings.PianoSoundRange = 50
settings.KeyAesthetics = true
settings.SoundSource = Piano.Keys.KeyBox
settings.CameraCFrame = CFrame.ne... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--[[**
Decodes a string from Base64.
@param [string] Input The input string to decode.
@returns [string] The newly decoded string.
**--]]
function Base64:Decode(Input)
local Output = {}
local Len... |
code instruction:
---------------------------------------------
local HoldAnim, ThrowAnim
Tool.Equipped:connect(function(mouse)
Character = Tool.Parent
Player = game.Players:GetPlayerFromCharacter(Character)
local HoldAnimSrc = WaitFor(Tool).HoldAnim()
HoldAnimSrc.AnimationId = "http://www.roblox.com/asset/?id=8... |
Start by breaking down the code basically step by step:
--important stuff to register what is what. you need these if you want to do stuff with the tool itself.
Tool.Activated:connect(Activated)
Tool.Equipped:connect(Equipped)
Tool.Unequipped:connect(Unequipped)
for i, D in pairs(script.Parent:GetChildren()) do
if D.N... |
query code to breakdown:
--//Controller//--
Spawners:Activate()
RunService.RenderStepped:Connect(function()
if not DBOn then
if Camera.CameraType ~= Enum.CameraType.Scriptable then
Camera.CameraType = Enum.CameraType.Scriptable
end
Camera.CFrame = CamPart.CFrame
end
end)
Sure. Here is a summary:
## Break... |
Breakdown this code:
-- Roblox services
local PhysicsService = game:GetService("PhysicsService")
local Players = game:GetService("Players")
local npcModel = script.Parent
explanation:
## Breakdown
The code initializes a script that interacts with two essential services in Roblox: the PhysicsService and the Players ... |
code instruction:
--[=[
Returns whether or not a value is an observable.
@param item any
@return boolean
]=]
function Observable.isObservable(item)
return type(item) == "table" and item.ClassName == "Observable"
end
explanation:
## Breakdown
The provided code defines a function named `isObservable` within a modu... |
code to explain:
-- Mimic the enabling of the topbar when StarterGui:SetCore("TopbarEnabled", state) is called
coroutine.wrap(function()
local chatScript = players.LocalPlayer.PlayerScripts:WaitForChild("ChatScript", 4)
or game:GetService("Chat"):WaitForChild("ChatScript", 4)
if not chatScript then
return
end
l... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-- Map storing Player -> Blocked user Ids.
local BlockedUserIdsMap = {}
PlayersService.PlayerAdded:connect(function(newPlayer)
for player, blockedUsers in pairs(BlockedUserIdsMap) do
local speaker... |
Subsets and Splits
No community queries yet
The top public SQL queries from the community will appear here once available.