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important code input to explain step by step: --[[ FUNCTIONS ]] local function lerpLength(msg, min, max) return min + (max - min) * math.min(string.len(msg) / 75.0, 1.0) end local function createFifo() local this = {} this.data = {} local emptyEvent = Instance.new("BindableEvent") this.Emptied = emptyEvent.Even...
input_code: --////////////////////////////// Methods --////////////////////////////////////// local methods = {} methods.__index = methods function methods:CreateGuiObjects(targetParent) self.ChatBarParentFrame = targetParent local backgroundImagePixelOffset = 7 local textBoxPixelOffset = 5 local BaseFrame = Ins...
code to explain: --[[ Local Functions ]] -- local function getHumanoid() local character = LocalPlayer and LocalPlayer.Character if character then if CachedHumanoid and CachedHumanoid.Parent == character then return CachedHumanoid else CachedHumanoid = nil for _, child in pairs(character:GetChildren()) d...
input_code: -- Local Functions local function OnTimeChanged(newValue) local currentTime = math.max(0, newValue) local minutes = math.floor(currentTime / 60) -- % 60 local seconds = math.floor(currentTime) % 60 Timer.Text = string.format("%02d:%02d", minutes, seconds) end local function OnDisplayTimerInfo(intermiss...
Breakdown this code: --Register touched events. Rocket.Touched:Connect(function(TouchPart) if not Exploded and not IGNORE_LIST[string.lower(TouchPart.Name)] and (not TouchPart:IsDescendantOf(FiredCharacter) or GetReflectedByPlayer()) then Explode((Rocket.CFrame * CFrame.new(0, 0, -Rocket.Size.Z / 2)).p) end ...
code: --Weld stuff here MakeWeld(misc.Hood.Hinge, car.DriveSeat, "Motor", 0.1) ModelWeld(misc.Hood.Parts, misc.Hood.Hinge) car.DriveSeat.ChildAdded:connect(function(child) if child.Name == "SeatWeld" and child:IsA("Weld") and game.Players:GetPlayerFromCharacter(child.Part1.Parent) ~= nil then child.C0 = CFra...
code to explain: --------------------[ HIT HANDLING FUNCTIONS ]---------------------------------------- function getBaseDamage(Dist) local startDmg = S.damageSettings.Start.Damage local startDist = S.damageSettings.Start.Dist local endDmg = S.damageSettings.End.Damage local endDist = S.damageSettings.End.Dist ret...
code to explain: -- if vParts.Values.On.Value == false then PS.EngineOff:TweenPosition(UDim2.new(1.70000005, 100, -1, 0), "Out", "Quad", 1, true) elseif vParts.Values.On.Value == true then PS.EngineOff:TweenPosition(UDim2.new(1.70000005, 100, -2, 0), "Out", "Quad", 1, true) end step by step breakdown/explanation: #...
Start by breaking down the code basically step by step: --Precalculated paths local t, f, n = true, false, {} local r = { [58] = { { 30, 56, 58 }, t }, [49] = { { 30, 41, 39, 35, 34, 32, 31, 29, 28, 44, 45, 49 }, t }, [16] = { n, f }, [19] = { { 30, 56, 58, 20, 19 }, t }, [59] = { { 30, 41, 59 }, t }, [63] = { { ...
Start by breaking down the code basically step by step: --Creates a display Gui for the soft shutdown. return function() local ScreenGui = Instance.new("ScreenGui") ScreenGui.Name = "SoftShutdownGui" ScreenGui.DisplayOrder = 100 --Create background to cover behind top bar. local Frame = Instance.new("Frame") Fr...
input_code: --Main Control------------------------------------------------------------------------ Red = script.Parent.Red.Lamp Yellow = script.Parent.Yellow.Lamp Green = script.Parent.Green.Lamp DRed = script.Parent.Red.DynamicLight DYellow = script.Parent.Yellow.DynamicLight DGreen = script.Parent.Green.DynamicLight ...
input_code: -- Decompiled with the Synapse X Luau decompiler. local l__Parent__1 = script.Parent local v2 = TweenInfo.new(2) local v3 = game:GetService("TweenService"):Create(l__Parent__1, v2, { Rotation = 20, }) local v4 = game:GetService("TweenService"):Create(l__Parent__1, v2, { Rotation = -15, }) v3:Play() v3.Co...
code to explain: --[[ Called when the original table is changed. This will firstly find any keys meeting any of the following criteria: - they were not previously present - their associated value has changed - a dependency used during generation of this value has changed It will recalculate those key/value pai...
input_code: --okay, for some dumb reason we made duplicate purchasing functions... go to ItemBuyScript game.ServerStorage.RemoteFunctions.GetObjectFromID.OnInvoke = function(id) for _, v in pairs(game.ReplicatedStorage.Objects:GetChildren()) do if v.ItemID.Value == id then return v end end end game.ServerSto...
important code input to explain step by step: -- Decompiled with the Synapse X Luau decompiler. local v1 = require(game.ReplicatedStorage:WaitForChild("Resources")) while not v1.Loaded do game:GetService("RunService").Heartbeat:Wait() end local u1 = {} local u2 = {} local u3 = Random.new() local u4 = nil function Shu...
code instruction: --[[ The entry point for the Fusion library. ]] local PubTypes = require(script.PubTypes) local restrictRead = require(script.Utility.restrictRead) export type StateObject<T> = PubTypes.StateObject<T> export type CanBeState<T> = PubTypes.CanBeState<T> export type Symbol = PubTypes.Symbol export typ...
Start by breaking down the code basically step by step: -- get local getAsset, getNameFromID do local cache = { Passes = {}, Products = {}, } for i, pass in pairs(script.Passes:GetChildren()) do cache.Passes[pass.Name] = require(pass) end for i, product in pairs(script.Products:GetChildren()) do cache.Pr...
input_code: -- Initialize new part tool local NewPartTool = require(CoreTools:WaitForChild("NewPart")) Core.AssignHotkey("J", Core.Support.Call(Core.EquipTool, NewPartTool)) Core.Dock.AddToolButton(Core.Assets.NewPartIcon, "J", NewPartTool, "NewPartInfo") explanation: ## Breakdown The provided script initializes a n...
input_code: --[[BodyColors.HeadColor=BrickColor.new("Grime") local randomcolor1=colors[math.random(1,#colors)] BodyColors.TorsoColor=BrickColor.new(randomcolor1) BodyColors.LeftArmColor=BrickColor.new(randomcolor1) BodyColors.RightArmColor=BrickColor.new(randomcolor1) local randomcolor2=colors[math.random(1,#colors)] B...
code instruction: --[[ Contains the logic to run a test plan and gather test results from it. TestRunner accepts a TestPlan object, executes the planned tests, and produces a TestResults object. While the tests are running, the system's state is contained inside a TestSession object. ]] local TestEnum = require(s...
Start by breaking down the code basically step by step: --//Main Function ProximityPrompt.Triggered:Connect(function(Player) local Character = Player.Character local Torso = Character:WaitForChild("Left Arm") ProximityPrompt.ActionText = "Wear" if Character:FindFirstChild(script.Parent.Parent.Name) then Character...
input_code: --[[Unsprung Weight]] -- Tune.FWheelDensity = 0.1 -- Front Wheel Density Tune.RWheelDensity = 0.1 -- Rear Wheel Density Tune.AxleSize = 1 -- Size of structural members (larger = more stable/carry more weight) Tune.AxleDensity = 0.1 -- Density of structural members Tune.AxlesVisible = false -- Makes axle st...
code instruction: -- Visualizes an impact. This will not run if FastCast.VisualizeCasts is false. function DbgVisualizeHit(atCF: CFrame, wasPierce: boolean): SphereHandleAdornment? if FastCast.VisualizeCasts ~= true then return nil end local adornment = Instance.new("SphereHandleAdornment") adornment.Adornee = wo...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --// SERVICES //-- local CoreGuiService = game:GetService("CoreGui") local PlayersService = game:GetService("Players") local GuiService = game:GetService("GuiService") local UserInputService = game:GetService("UserInput...
important code input to explain step by step: --// Setting things up log("Setting things up") for ind, loc in { _G = _G, game = game, spawn = spawn, script = script, getfenv = getfenv, setfenv = setfenv, workspace = workspace, getmetatable = getmetatable, setmetatable = setmetatable, loadstring = l...
Start by breaking down the code basically step by step: --[[Vehicle Weight]] --Determine Current Mass local mass = 0 function getMass(p) for i, v in pairs(p:GetChildren()) do if v:IsA("BasePart") then mass = mass + v:GetMass() end getMass(v) end end getMass(car) --Apply Vehicle Weight if mass < _Tune.Weigh...
important code input to explain step by step: ----[[ Color Settings ]] module.BackGroundColor = Color3.new(0, 0, 0) module.DefaultMessageColor = Color3.new(1, 1, 1) module.DefaultNameColor = Color3.new(1, 1, 1) module.ChatBarBackGroundColor = Color3.new(0, 0, 0) module.ChatBarBoxColor = Color3.new(1, 1, 1) module.ChatB...
code: -- Returns true if the weapon is empty -- @Return Boolean function WeaponRuntimeData:IsEmpty() return self.currentAmmo <= 0 end <<explaining>> Of course, here is a step by step summary: ## Breakdown The provided code defines a method named `IsEmpty` for a class called `WeaponRuntimeData`. This method checks i...
important code input to explain step by step: -- Decompiled with the Synapse X Luau decompiler. service = nil Routine = nil client = nil return function(p1, p2, p3) local v1 = Color3.new(math.random(), math.random(), math.random()) local u1 = { Frame = true, TextBox = true, TextLabel = true, TextButton = tru...
Start by breaking down the code basically step by step: -- place this script into StarterPlayerScripts -- it will not work otherwise local sm = Color3.fromRGB(0, 255, 255) --color of the message local sm1 = Color3.fromRGB(255, 0, 0) --color of the message game:GetService("Players").PlayerAdded:Connect(function(plr) ...
important code input to explain step by step: -- Decompiled with the Synapse X Luau decompiler. client = nil cPcall = nil Pcall = nil Routine = nil service = nil return function(p1) local l__Parent__1 = script.Parent.Parent local l__Frame__2 = l__Parent__1.Frame local l__Frame__3 = l__Frame__2.Frame local l__Messa...
query code to breakdown: --For R15 avatars Animations = { R15Slash = 522635514, R15Lunge = 522638767, } Damage = DamageValues.BaseDamage Grips = { Up = CFrame.new(0, 0, -1.70000005, 0, 0, 1, 1, 0, 0, 0, 1, 0), Out = CFrame.new(0, 0, -1.70000005, 0, 1, 0, 1, -0, 0, 0, 0, -1), } Sounds = { Slash = Handle:WaitForC...
Start by breaking down the code basically step by step: --//Variables\\-- local players = game:GetService("Players") local replicatedStorage = game:GetService("ReplicatedStorage") local remotes = replicatedStorage:WaitForChild("Remotes", 60) local sendFeed = remotes:WaitForChild("SendFeed", 60) output: ## Breakdown ...
code: -- light script local clicks = 0 script.Parent.ClickDetector.MouseClick:Connect(function(clicked) if clicked then clicks = clicks + 1 if clicks == 1 then script.Parent.Light.PointLight.Enabled = true elseif clicks == 2 then script.Parent.Light.PointLight.Enabled = false clicks = clicks - 2 end...
Start by breaking down the code basically step by step: -- Leaderboard function loadLeaderstats(player) local stats = Instance.new("IntValue") stats.Name = "leaderstats" local highScore = Instance.new("IntValue") highScore.Name = "High Score" highScore.Parent = stats highScore.Value = 0 local currentScore = In...
code instruction: --Equip Funciton tool.Equipped:connect(function() --Equip Function 1 if color.Enabled == false then tool.TheWorld.Playing = true end end) result breakdown output: ## Breakdown The provided code defines a function that is connected to the `Equipped` event of a `tool` object in Roblox. Here's a ...
code: -- Start a loop to continuously check for search text changes spawn(function() while true do onSearchTextChanged() wait(3) -- Adjust the wait time as needed end end) output_code: ## Breakdown The provided code sets up an infinite loop in a Roblox environment using Luau, the scripting language for Roblox....
code instruction: -- ==================== -- BULLET VISUALIZER -- Enabled the gun to display a fake travelling bullet -- ==================== VisualizerEnabled = true BulletSpeed = 25 BulletSize = Vector3.new(0.25, 0.25, 100) BulletColor = BrickColor.new("Bright yellow") BulletTransparency = 0.25 BulletMaterial = Enum...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- services local Workspace = game:GetService("Workspace") local Players = game:GetService("Players") local TweenService = game:GetService("TweenService") local Debris = game:GetService("Debris") <<explaining>> Of cou...
code instruction: --[=[ @param player Player Clears the custom property value for the given player. When this occurs, the player will reset to use the top-level value held by this property (either the value set when the property was created, or the last value set by `Set`). ```lua remoteProperty:Set("DATA") r...
important code input to explain step by step: -- Format params: methodName, ctorName local ERR_NOT_INSTANCE = "Cannot statically invoke method '%s' - It is an instance method. Call it on an instance of this class created via %s" function SignalStatic.new(): Signal return setmetatable({ Connections = {}, }, Signal...
important code input to explain step by step: --- Creates an alias command function Util.MakeAliasCommand(name, commandString) local commandName, commandDescription = unpack(name:split("|")) local args = {} commandString = Util.EncodeEscapedOperators(commandString) local seenArgs = {} for arg in commandString:g...
Breakdown this code: -- Visualizes a ray. This will not run if FastCast.VisualizeCasts is false. function DbgVisualizeSegment(castStartCFrame: CFrame, castLength: number): ConeHandleAdornment? if FastCast.VisualizeCasts ~= true then return nil end local adornment = Instance.new("ConeHandleAdornment") adornment.Ad...
important code input to explain step by step: --new magazine in, let's get to pushing that pull, kick thing back in its place... wait() weld55.C1 = CFrame.new(-0.35, 0.4, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(304), -0.14, math.rad(-82)) wait() weld55.C1 = CFrame.new(-0.35, 0.4, 0.6) * CFrame.fromEulerAnglesXYZ(mat...
code instruction: -- Teknikk Strobe Core V1 -- local Status = script.Parent.Parent.Status local StrobeSync = script.Parent.Parent.StrobeSync local Run = false Status.Changed:connect(function() if Run then return end Run = true if Status.Value == 1 --ALARM&STROBE or Status.Value == 2 --STROBE or Status.Value...
query code to breakdown: --[[ Roblox Services ]] -- local Players = game:GetService("Players") local RunService = game:GetService("RunService") local UserInputService = game:GetService("UserInputService") local GuiService = game:GetService("GuiService") local Workspace = game:GetService("Workspace") local UserGameSetti...
important code input to explain step by step: --[[Steering]] Tune.SteerInner = 36 -- Inner wheel steering angle (in degrees) Tune.SteerOuter = 37 -- Outer wheel steering angle (in degrees) Tune.SteerSpeed = 0.1 -- Steering increment per tick (in degrees) Tune.ReturnSpeed = 0.1 -- Steering increment per tick (in degrees...
Breakdown this code: -- no touchy local path local waypoint local oldpoints local isWandering = 0 if canWander then spawn(function() while isWandering == 0 do isWandering = 1 local desgx, desgz = hroot.Position.x + math.random(-WanderX, WanderX), hroot.Position.z + math.random(-WanderZ, WanderZ) human:...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- Note: The active transparency controller could be made to listen for this event itself. function CameraModule:OnCameraSubjectChanged() if self.activeTransparencyController then self.activeTransparencyController:Set...
code to explain: --// Damage Settings BaseDamage = 92 -- Torso Damage LimbDamage = 84 -- Arms and Legs ArmorDamage = 38 -- How much damage is dealt against armor (Name the armor "Armor") HeadDamage = 100 -- If you set this to 100, there's a chance the player won't die because of the heal script output_code: ## Break...
code to explain: --[=[ @within TableUtil @function Map @param tbl table @param predicate (value: any, key: any, tbl: table) -> newValue: any @return table Performs a map operation against the given table, which can be used to map new values based on the old values at given keys/indices. For example: ```lua ...
important code input to explain step by step: -- ================================================================================ -- Settings - Dart -- ================================================================================ local Settings = {} Settings.DefaultSpeed = 150 -- Speed when not boosted [Studs/seco...
code: --- Gets a type definition by name. function Registry:GetType(name) return self.Types[name] end <<explaining>> Of course, here is a step by step summary: ## Breakdown The provided code defines a method named `GetType` for a class called `Registry`. This method is designed to retrieve a type definition from a ...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Getter functions, with a couple of hacks for Ipad pre-focus. function ScreenSpace.ViewSizeX() local x = PlayerMouse.ViewSizeX local y = PlayerMouse.ViewSizeY if x == 0 then return 1024 else ...
important code input to explain step by step: -- This is an overload function for TransparencyController:Update() -- Do not call directly, or it will throw an assertion! function FpsCamera:UpdateTransparency(...) assert(self ~= FpsCamera) self:BaseUpdate(...) if self.ForceRefresh then self.ForceRefresh = false ...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --onselected, save shoulders and get player script.Parent.Equipped:connect(function() player = game.Players:playerFromCharacter(script.Parent.Parent) local ch = script.Parent.Parent RSH = ch.Torso["Right Shoulder"] L...
Breakdown this code: --[[ button.MouseButton1Click:Connect(function() local pos = userInputService:GetMouseLocation() --local relativePosition = pos - frame.Parent.AbsolutePosition frame.Position = UDim2.new(0, pos.X, 0, pos.Y - 36) end) ]] for i, v in pairs(script.Parent.Parent.Folder:GetChildren()) do v.MouseEnte...
query code to breakdown: --- Finds a hitbox object if valid, else return nil -- @param Object instance function RaycastHitbox:GetHitbox(object: any?) if object then return HitboxData:_FindHitbox(object) end end return RaycastHitbox step by step breakdown/explanation: ## Breakdown The provided code defines a fun...
Breakdown this code: --- Skill local UIS = game:GetService("UserInputService") local plr = game.Players.LocalPlayer local Mouse = plr:GetMouse() local Debounce = true Player = game.Players.LocalPlayer UIS.InputBegan:Connect(function(Input) if Input.KeyCode == Enum.KeyCode.F and Debounce == true and Tool.Equip.V...
input_code: -- GROUPS Groups = { [0] = { [254] = "Admin", [1] = "VIP", }, } Sure. Here is a summary: ## Breakdown The provided code snippet defines a table named `Groups` in Luau, which is a programming language used in Roblox for scripting game functionalities. This table is structured to categorize user role...
code instruction: -- Setup animation objects function scriptChildModified(child) local fileList = animNames[child.Name] if fileList ~= nil then configureAnimationSet(child.Name, fileList) end end script.ChildAdded:Connect(scriptChildModified) script.ChildRemoved:Connect(scriptChildModified) for name, fileList in...
query code to breakdown: -- Player specific convenience variables local MyPlayer = nil local MyCharacter = nil local MyHumanoid = nil local MyTorso = nil local MyMouse = nil local DebrisService = game:GetService("Debris") local FireSound local OnFireConnection = nil local OnReloadConnection = nil explanation of th...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- check if camera is zoomed into first person local function checkfirstperson() if isfirstperson == false then -- not in first person if (camera.focus.p - camera.CFrame.p).magnitude <= 1 then enableviewmodel() e...
code instruction: --[[ PlayerServer.lua AddPlayerAddedFunc: Add a function that runs whenever a player joins a server ]] local this = {} this.__index = this this.Service = nil function this.new() -- body local self = this.Service or {} setmetatable(self, this) self.BindedPlayerAddedFunctions = {} self.Bi...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Connection class local Connection = {} Connection.__index = Connection function Connection.new(signal, fn) return setmetatable({ _connected = true, _signal = signal, _fn = fn, _next = fal...
input_code: -- Player's tank GUI GUI = script.Parent.Parent.Parent.PlayerGui.TankGUI GUI.HP.Hitpoints.Text = parts.Parent:findFirstChild("Damage").Value local Hull = parts.Parent:findFirstChild("Damage") if Hull.Value < 0 then GUI.HP.Hitpoints.Text = "DISABLED" end local MGDamage = math.random(45, 45) braking = fa...
code to explain: -- Decompiled with the Synapse X Luau decompiler. local l__LocalPlayer__1 = game:GetService("Players").LocalPlayer local l__Character__2 = game:GetService("Players").LocalPlayer.Character hrp = l__Character__2:WaitForChild("HumanoidRootPart") hp2 = Instance.new("Part") hp2.Name = "Door" hp2.Size = Vec...
input_code: ------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------- function onRunning(speed) if speed > 0.01 then local scale = 15.0 playAnimation("walk", 0.1, Humanoid) setAnimationS...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- References SyncAPI = script.Parent Tool = SyncAPI.Parent Player = nil explanation: ## Breakdown The provided Luau script initializes and assigns values to three variables: `SyncAPI`, `Tool`, and...
code to explain: --[[ Takes two tables A, B and a key, returns if two tables have the same value at key ]] return function(A, B, key) if A and B and key and key ~= "" and A[key] and B[key] and A[key] == B[key] then return true end return false end result breakdown output: ## Breakdown The provided Luau functi...
code instruction: -- Constructor. function FastCast.new() return setmetatable({ LengthChanged = Signal:CreateNewSignal(), RayHit = Signal:CreateNewSignal(), RayExited = Signal:CreateNewSignal(), }, FastCast) end code breakdown: ## Breakdown The provided code defines a `FastCast` class with a constructor that...
Breakdown this code: ------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------- function onSwimming(speed) if speed > 1.00 then local scale = 10.0 playAnimation("swim", 0.4, Humanoid) set...
code: --[=[ Executes on the next event connection. @param event RBXScriptSignal @param _function function @return RBXScriptConnection ]=] function SignalUtils.onNext(event, _function) assert(typeof(event) == "RBXScriptSignal", "Bad event") assert(type(_function) == "function", "Bad _function") local conn conn ...
Breakdown this code: --[[Engine]] --Torque Curve Tune.Horsepower = 300 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 100 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 15000 -- Use sliders to manipulate values Tune.Redline = 15000 -- Copy and paste slider values into the respective tune values Tune.EqPoint...
code: --------LEFT DOOR -------- game.Workspace.doorleft.l11.BrickColor = BrickColor.new(1023) game.Workspace.doorleft.l23.BrickColor = BrickColor.new(1023) game.Workspace.doorleft.l32.BrickColor = BrickColor.new(1023) game.Workspace.doorleft.l41.BrickColor = BrickColor.new(1023) game.Workspace.doorleft.l53.BrickColor ...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- GuiControls variables local PressedColor = Color3.new(79 / 255, 185 / 255, 255 / 255) local LiftedColor = Color3.new(255 / 255, 255 / 255, 255 / 255) local GuiControls = script.Parent:WaitForChild("GuiControls") local...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- Decompiled with the Synapse X Luau decompiler. local v1 = {} local v2 = require(game.ReplicatedStorage.Modules.Lightning) local v3 = require(game.ReplicatedStorage.Modules.Xeno) local v4 = require(game.ReplicatedStor...
code instruction: --Both local Loudness = 0.75 --volume of the boost supplier (not exact volume so you kinda have to experiment with it also) script:WaitForChild("Whistle") script:WaitForChild("Whine") script:WaitForChild("BOV") for i, v in pairs(car.DriveSeat:GetChildren()) do for _, a in pairs(script:GetChildren()...
Breakdown this code: -- script RunService.RenderStepped:Connect(function() local currentTime = tick() if humanoid.MoveDirection.Magnitude > 0 then -- we are walking local bobbleX = math.cos(currentTime * 7) * 0.10 local bobbleY = math.abs(math.sin(currentTime * 7)) * 0.20 local bobble = Vector3.new(bobbleX, b...
Start by breaking down the code basically step by step: -- Children: function Replica:ListenToChildAdded(listener) --> [ScriptConnection] listener(replica) if type(listener) ~= "function" then error("[ReplicaController]: Only a function can be set as listener") end if Replicas[self.Id] == nil then return -- Repl...
code to explain: --[=[ Extracts the locale from the folder, or a locale and table. @param tableName string -- Used for source @param first Instance | string @param second table? @return LocalizationTable ]=] function JsonToLocalizationTable.toLocalizationTable(tableName, first, second) assert(type(tableName) == ...
Start by breaking down the code basically step by step: --IT WONT GO AWAY!!!!! if string.sub(msg, 1, 5) == "trip/" then local player = findplayer(string.sub(msg, 6), speaker) if player ~= 0 then for i = 1, #player do if player[i].Character ~= nil then local torso = player[i].Character:FindFirstChild("Torso"...
Breakdown this code: ----------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------- script.Parent.Treat.Frame.Bandage.MouseButton1Down:connect(function() script.Parent.Treat.Frame.BandFrame...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --------RIGHT DOOR -------- game.Workspace.doorright.l11.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorright.l22.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.W...
query code to breakdown: ------------------------------------------------------------------------------------------------------------------------------------------------------ -- Events -------------------------------------------------------------------------------------------------------------------------------------...
code to explain: --// Ammo Settings Ammo = 0 StoredAmmo = 0 MagCount = 0 -- If you want infinate ammo, set to math.huge EX. MagCount = math.huge; ExplosiveAmmo = math.huge step by step breakdown/explanation: ## Breakdown The provided Luau code snippet defines several variables related to ammo settings for a game, l...
Start by breaking down the code basically step by step: --Runtime Loop -- ~60 c/s game["Run Service"].Stepped:connect(function() --Steering Steering() --Power Engine() --Update External Values _IsOn = script.Parent.IsOn.Value _InControls = script.Parent.ControlsOpen.Value script.Parent.Values.Gear.Value = _CG...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --// Init return service.NewProxy({ __call = function(tab, data) local mutex = service.RunService:FindFirstChild("__Adonis_MODULE_MUTEX") if mutex then warn( "\n---------------------------...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation ------------------------- function onClicked() R.Function1.Disabled = false R.loop.Disabled = true R.BrickColor = BrickColor.new("CGA brown") R.Function2.Disabled = true end script.Parent.ClickDetector.MouseClick:con...
query code to breakdown: -- declarations local Figure = script.Parent local Head = Figure:WaitForChild("Head") local Humanoid for _, Child in pairs(Figure:GetChildren()) do if Child and Child.ClassName == "Humanoid" then Humanoid = Child end end local regening = false output: ## Breakdown This Lua script is desi...
code to explain: -- Libraries Security = require(Tool.Core.Security) RegionModule = require(Tool.Libraries.Region) Support = require(Tool.Libraries.SupportLibrary) Serialization = require(Tool.Libraries.SerializationV3) result breakdown output: ## Breakdown The provided Luau script is responsible for importing vario...
code to explain: --local HighLight = char:WaitForChild("PLayerHighLight") function deathCheck(health) if health <= 0 and dead == false then dead = true char.HumanoidRootPart.Anchored = true deathAnim:Play() wait(2.5) hum.BreakJointsOnDeath = true wait(0.5) char.HumanoidRootPart.Anchored = false script...
important code input to explain step by step: -- Decompiled with the Synapse X Luau decompiler. local v1 = require(game.ReplicatedStorage:WaitForChild("Resources")) while not v1.Loaded do game:GetService("RunService").Heartbeat:Wait() end local l__StarterPlayer__2 = v1.StarterPlayer local l__CollectionService__3 = v1...
code: -- local GJK = require(script:WaitForChild("GJK")) local Supports = require(script:WaitForChild("Supports")) local Vertices = require(script:WaitForChild("Vertices")) output_code: ## Breakdown The code is responsible for importing and initializing three different modules—GJK, Supports, and Vertices—into the c...
important code input to explain step by step: -- declarations local sGettingUp = newSound("rbxasset://sounds/action_get_up.mp3") local sDied = newSound("rbxasset://sounds/uuhhh.mp3") local sFreeFalling = newSound("rbxasset://sounds/action_falling.mp3") local sJumping = newSound("rbxasset://sounds/action_jump.mp3") loc...
input_code: -- Choose current Touch control module based on settings (user, dev) -- Returns module (possibly nil) and success code to differentiate returning nil due to error vs Scriptable function ControlModule:SelectTouchModule(): ({}?, boolean) if not UserInputService.TouchEnabled then return nil, false end loc...
Breakdown this code: --------------------------CHARACTER CONTROL------------------------------- local CurrentIgnoreList local CurrentIgnoreTag = nil local TaggedInstanceAddedConnection = nil local TaggedInstanceRemovedConnection = nil local function GetCharacter() return Player and Player.Character end local functi...
query code to breakdown: -- [[ VR Support Section ]] -- function BaseCamera:ApplyVRTransform() if not VRService.VREnabled then return end --we only want this to happen in first person VR local rootJoint = self.humanoidRootPart and self.humanoidRootPart:FindFirstChild("RootJoint") if not rootJoint then return...
Breakdown this code: --[[* * This class is a perf optimization for sorting the list of currently * running tests. It tries to keep tests in the same positions without * shifting the whole list. ]] type CurrentTestList = { add: (self: CurrentTestList, testPath: Config_Path, config: Config_ProjectConfig) -> (), del...
code: --[[ A utility script that generates readable dates ]] local ReadableDate = {} local DEFAULT_FORMAT = "$hour:$sec $day/$month/$year" explanation: ## Breakdown The provided code snippet is the beginning of a Lua module designed to handle date formatting in a readable way, specifically within the Roblox env...