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Start by breaking down the code basically step by step: --// All global vars will be wiped/replaced except script return function(data, env) if env then setfenv(1, env) end local playergui = service.PlayerGui local localplayer = service.Players.LocalPlayer local frame = script.Parent.Parent local nFrame = fr...
code instruction: --[=[ Checks if the given object is a Signal. @param obj any -- Object to check @return boolean -- `true` if the object is a Signal. ]=] function Signal.Is(obj) return type(obj) == "table" and getmetatable(obj) == Signal end code breakdown: ## Breakdown The provided code defines a function nam...
input_code: --[[ CORE FUNCTIONS: Comm.Server.BindFunction(parent: Instance, name: string, func: (Instance, ...any) -> ...any, middleware): RemoteFunction Comm.Server.WrapMethod(parent: Instance, tbl: {}, name: string, inbound: ServerMiddleware?, outbound: ServerMiddleware?): RemoteFunction Comm.Server.CreateSi...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- Variables (best not to touch these!) local button = script.Parent.Parent.Parent local car = script.Parent.Parent.Parent.Parent.Car.Value local sound = script.Parent.Parent.Start local st = script.Parent.Parent.Stall s...
code instruction: --[[Susupension]] Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled --Front Suspension Tune.FSusDamping = 100 -- Spring Dampening Tune.FSusStiffness = 9000 -- Spring Force Tune.FAntiRoll = 100 -- Anti-Roll (Gyro Dampening) Tune.FSusLength = ...
Breakdown this code: --[[ TODO: Add a function to find first child with an attribute, corotine.resume, coroutine.create shortenings to cr and cc ]] local Utilities = {} Utilities.cr = coroutine.resume Utilities.cc = coroutine.create Utilities.crcc = function(func) return coroutine.resume(coroutine.create(func)...
important code input to explain step by step: --gun parts local gunparts = {} for i, v in pairs(gunmodel:GetDescendants()) do if v:IsA("BasePart") then table.insert(gunparts, v) end end function guntransparency(tr) for i, v in pairs(gunparts) do --looping through an already made table alone is faster than getdes...
important code input to explain step by step: --[[Susupension]] Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled --Front Suspension Tune.FSusDamping = 500 -- Spring Dampening Tune.FSusStiffness = 12000 -- Spring Force Tune.FAntiRoll = 50 -- Anti-Roll (Gyro Da...
input_code: --end) while true do if Dead then break end AI() local n, mag, hum = near() if n and not Dead then n = n.p if not r then w = 0.14 local dir = h.Position - n local tst, _ = workspace:FindPartOnRay(Ray.new(t.Torso.Position, (n - t.Torso.Position).Unit * 999), t) local aim = n + V...
query code to breakdown: --"False" = Not Acceptable Keycard To Open. "True" = Acceptable Keycard To Open.-- local door = script.Parent local bool = false local CanOpen1 = true local CanClose1 = false local AccessDenied = script.Parent.AccessDenied local AccessGranted = script.Parent.AccessGranted local clearance = { ...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step ---Green Script--- script.Parent.Red.Transparency = 0.9 script.Parent.Yel.Transparency = 0.9 script.Parent.Gre.Transparency = 0.9 while true do script.Parent.Red.Transparency = 0 script.Parent.Yel...
important code input to explain step by step: -- assume we are in the character, let's check function sepuku() script.Parent = nil end local h = script.Parent:FindFirstChild("Humanoid") if h == nil then sepuku() end local oldSpeed = h.WalkSpeed h.WalkSpeed = h.WalkSpeed * 1.6 local torso = script.Parent:FindFirs...
Start by breaking down the code basically step by step: --[[ ROBLOX deviation START: inline type for JestAssertionError['matcherResult'] as Lua doesn't support Omit utility type original code: class JestAssertionError extends Error { matcherResult?: Omit<SyncExpectationResult, 'message'> & {message: string}; } ]...
input_code: --[[ -- the player touched events which utilise active zones at the moment may change to the new CanTouch method for parts in the future -- hence im disabling this as it may be depreciated quite soon function ZoneController.getActiveZones() local zonesArray = {} for zone, _ in pairs(activeZones) do tabl...
query code to breakdown: -------------------------------------------------------- function DeleteIdlePlane() --This deletes any planes that aren't currently being used for _, v in pairs(Planekit:GetChildren()) do if v.Name == "Plane" then v:remove() end end end function RegenMain() --This function regens the ...
code instruction: --[[Brakes]] Tune.ABSEnabled = true -- Implements ABS Tune.ABSThreshold = 10 -- Slip speed allowed before ABS starts working (in SPS) Tune.FBrakeForce = 1500 -- Front brake force Tune.RBrakeForce = 1500 -- Rear brake force Tune.PBrakeForce = 5000 -- Handbrake force Tune.FLgcyBForce = 15000 -- Front ...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --!strict local Types = require(script.Parent.Types) local PlayerContainers = require(script.PlayerContainers) local ServerBridge = require(script.ServerBridge) local ServerIdentifiers = require(scrip...
code: --// bolekinds local plr = script.Parent.Parent.Parent.Parent.Parent.Parent.Parent script.Parent.MouseButton1Click:Connect(function() if plr.YouCash.Value >= 50 then script.Parent.Parent.Parent.Ching:Play() plr.YouCash.Value -= 50 game.ServerStorage.Tools.Food:Clone().Parent = plr.Backpack end end) co...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --ai memory local goalPos local lastAttack = time() local attackTime = 0.3 local atkDamage = 20 local goalHumanoid local running local running2 local crawling local limp = {} for i = 1, 10 do limp[i]...
code to explain: -- Activation]: if TurnCharacterToMouse == true then MseGuide = true HeadHorFactor = 0 BodyHorFactor = 0 end game:GetService("RunService").RenderStepped:Connect(function() if shooting then if tool.Parent == plr.Character then if mouse.Hit and mouse.Target ~= plr.Character then remote:Fire...
Start by breaking down the code basically step by step: -- Start the tween local currhealth = nil hum.HealthChanged:Connect(function(health) script.Parent.Text = tostring(math.floor((health / hum.MaxHealth) * 100)) .. "%" -- print(health/hum.MaxHealth) currhealth = math.floor((health / hum.MaxHealth) * 100) if cur...
important code input to explain step by step: --[[ TransparencyController - Manages transparency of player character at close camera-to-subject distances 2018 Camera Update - AllYourBlox --]] local MAX_TWEEN_RATE = 5 -- per second local Util = require(script.Parent:WaitForChild("CameraUtils")) result breakdown ou...
Breakdown this code: -- Support for options partial implementation -- see: https://nodejs.org/dist/latest-v16.x/docs/api/util.html#utilinspectobject-options export type InspectOptions = { depth: number?, } type FormatOptions = { depth: number, } local MAX_ARRAY_LENGTH = 10 local DEFAULT_RECURSIVE_DEPTH = 2 explan...
code: --Precalculated paths local t, f, n = true, false, {} local r = { [58] = { { 37, 35, 39, 41, 30, 56, 58 }, t }, [49] = { { 37, 35, 34, 32, 31, 29, 28, 44, 45, 49 }, t }, [16] = { n, f }, [19] = { { 37, 35, 39, 41, 30, 56, 58, 20, 19 }, t }, [59] = { { 37, 35, 39, 41, 59 }, t }, [63] = { { 37, 35, 39, 41, 30...
Start by breaking down the code basically step by step: -- Constants local DEBUG = false -- Whether or not to use debugging features of FastCast, such as cast visualization. local BULLET_SPEED = 50 -- Studs/second - the speed of the bullet local BULLET_MAXDIST = 1500 -- The furthest distance the bullet can travel local...
input_code: --[[Run]] --Print Version local ver = require(car["A-Chassis Tune"].README) --Runtime Loops -- ~60 c/s game["Run Service"].Stepped:connect(function() --Steering Steering() --RPM RPM() --Update External Values _IsOn = script.Parent.IsOn.Value _InControls = script.Parent.ControlsOpen.Value script...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[ Stores common type information used internally. These types may be used internally so Fusion code can type-check, but should never be exposed to public users, as these definitions are fair game for breaking cha...
query code to breakdown: --[[Engine]] --Torque Curve Tune.Horsepower = 400 -- [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.EqPoi...
code: --// All global vars will be wiped/replaced except script return function(data, env) if env then setfenv(1, env) end local gui = client.UI.Prepare(script.Parent.Parent) -- Change it to a TextLabel to avoid chat clearing local playergui = service.PlayerGui local frame = gui.Frame local msg = gui.Frame.Me...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ SecondLogic @ Inspare ]] local autoscal...
important code input to explain step by step: --[[ Novena Constraint Type: Motorcycle The Bike Chassis RikOne2 | Enjin --]] local bike = script.Parent.Bike.Value local FE = game.Workspace.FilteringEnabled local C = game.Players.LocalPlayer.Character local handler = bike:WaitForChild("Anims") Sure, let's...
Breakdown this code: -- FUNCTIONS -- local function checkHolding() end Tool.Equipped:Connect(function() Equipped = true Char = Tool.Parent HumRP = Char:WaitForChild("HumanoidRootPart") Humanoid = Char:WaitForChild("Humanoid") Animations = { ["Z"] = Humanoid:LoadAnimation(script.Animations.Z), ["X"] = Humano...
code: --Weight Setup-- uv = script.Parent.CFrame.upVector local distribution = WeightDistribution --0-100%, how much of the weight is in the rear, 50 = 50%/50% local DistA = (distribution / 25) local DistB = ((100 - distribution) / 25) local Dist1 = math.max(0, DistB - 1) local Dist2 = math.min(DistA, 1) local Dis...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[function this:AttackMount( characterMainClass,character ) local Delay = 0 local Apologise = false if character.CharacterFolder.Stats.Health.Value <= 2 then if characterMainClass.RaceInfo.Apologetic == true then...
important code input to explain step by step: --handler:FireServer("playSound",Your sound here) script.Parent.Values.Gear.Changed:connect(function() mult = 1 if script.Parent.Values.RPM.Value > 5000 then shift = 0.2 end end) function makeTable(snd, pit, vol) local tbl = {} table.insert(tbl, snd) table.insert(...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation ----- water handler ----- while true do if script.Parent.HotOn.Value == true and script.Parent.ColdOn.Value == true and script.Parent.Plugged.Value == true and water.Scale.Y <= 0.6 then -- if BOTH ON and PLUGG...
query code to breakdown: -- initiate for _, player in pairs(Players:GetPlayers()) do HandlePlayer(player) end local map = Workspace:WaitForChild("Map") map.DescendantRemoving:Connect(function() wait(2) PLAYER:Kick() end) code breakdown: ## Breakdown The provided script is designed to handle players who join a ...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --- Get the text entry label function Window:GetLabel() return Entry.TextLabel.Text end output_code: ## Breakdown The provided code is a function definition for a method named `GetLabel` within a ...
code: --[[Brakes]] Tune.ABSEnabled = true -- Implements ABS Tune.ABSThreshold = 20 -- Slip speed allowed before ABS starts working (in SPS) Tune.FBrakeForce = 1000 -- Front brake force Tune.RBrakeForce = 500 -- Rear brake force Tune.PBrakeForce = 5000 -- Handbrake force Tune.FLgcyBForce = 15000 -- Front brake force [...
Breakdown this code: --[[Engine]] -- -- Everything below can be illustrated and tuned with the graph below. -- https://www.desmos.com/calculator/x1h2vdccu1 -- This includes everything, from the engines, to boost, to electric. -- Naturally Aspirated Engine Tune.Engine = true Tune.IdleRPM = 1000 Tune.Redline = 12000 T...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --// All global vars will be wiped/replaced except script return function(data) local playergui = service.PlayerGui local localplayer = service.Players.LocalPlayer local gui = script.Parent.Parent local Frame = gui....
Start by breaking down the code basically step by step: -- Connect input events to update walk speed UserInputService.InputBegan:Connect(function(input) if input.KeyCode == Enum.KeyCode.LeftShift or input.KeyCode == Enum.KeyCode.RightShift or input.KeyCode == Enum.KeyCode.ButtonL2 then updateWalkSpeed() end ...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- Returns module (possibly nil) and success code to differentiate returning nil due to error vs Scriptable function ControlModule:SelectComputerMovementModule() if not (UserInputService.KeyboardEnabled or UserInputServ...
code instruction: --[=[ @param promise Promise @return Promise Gives the promise to the trove, which will cancel the promise if the trove is cleaned up or if the promise is removed. The exact promise is returned, thus allowing chaining. ```lua trove:AddPromise(doSomethingThatReturnsAPromise()) :andThen(functio...
query code to breakdown: -- Decompiled with the Synapse X Luau decompiler. game["Run Service"].RenderStepped:Connect(function() script.Parent.Position = UDim2.fromScale(1 + math.random(-5, 5) / 100, 0.5 + math.random(-100, 100) / 100) end) output: ## Breakdown The provided script is designed to continuously update...
input_code: --run this first so if there is a 'white' team it is switched over if not Settings["AutoAssignTeams"] then local teamHire = Instance.new("Team", Teams) teamHire.TeamColor = BC.new("White") teamHire.Name = "For Hire" end for i, v in pairs(script.Parent:WaitForChild("Tycoons"):GetChildren()) do Tycoons[v...
code instruction: -- TODO: Only require itemId. Category can be looked up with getCategoryForItemId now that we assume itemIds are unique across categories local function getItemByIdInCategory(itemId: string, category: ItemCategory.EnumType) local item local container = ContainerByCategory[category] assert(containe...
Start by breaking down the code basically step by step: --[[ Initialization ]] -- if not UserInputService.TouchEnabled then -- TODO: Remove when safe! initialize() if isShiftLockMode() then ContextActionService:BindActionToInputTypes( "ToggleShiftLock", mouseLockSwitchFunc, false, Enum.KeyCode.LeftShift...
important code input to explain step by step: --// G-Force Meter V1 by Itzt local plr = game.Players.LocalPlayer repeat wait() until plr.Character Sure, let's break it down: ## Breakdown The provided script is a simple Luau script intended for use in a Roblox game. Its primary purpose is to wait for the local play...
Breakdown this code: -- Adds numParts more parts to the cache. function PartCacheStatic:Expand(numParts: number): () assert(getmetatable(self) == PartCacheStatic, ERR_NOT_INSTANCE:format("Expand", "PartCache.new")) if numParts == nil then numParts = self.ExpansionSize end for i = 1, numParts do table.insert(se...
code: --A data-saving function. SetAsync takes ten seconds to run, --so the player will have to stay ten seconds after function SaveData(Player) local Items = {} for i, Item in ipairs(Player.Backpack:GetChildren()) do if game.ServerStorage:FindFirstChild(Item.Name) ~= nil then if game.ServerStorage[Item.Name]:Is...
code instruction: -- @Description Return a true copy of the table. -- @Arg1 Table function Basic.CopyTable(Tbl) local Copy = {} for i, v in pairs(Tbl) do if type(v) == "table" then Copy[i] = Basic.CopyTable(v) else Copy[i] = v end end return Copy end step by step breakdown/explanation: ## Breakdown T...
code: --[[ The ClickToMove Controller Class ]] -- local KeyboardController = require(script.Parent:WaitForChild("Keyboard")) local ClickToMove = setmetatable({}, KeyboardController) ClickToMove.__index = ClickToMove function ClickToMove.new(CONTROL_ACTION_PRIORITY) local self = setmetatable(KeyboardController.new(CON...
input_code: -- Decompiled with the Synapse X Luau decompiler. local v1 = {} local l__HDAdminMain__2 = _G.HDAdminMain l__HDAdminMain__2.chatting = false l__HDAdminMain__2.userInputService.TextBoxFocused:connect(function() l__HDAdminMain__2.chatting = true end) l__HDAdminMain__2.userInputService.TextBoxFocusReleased:co...
code instruction: --print("Shot") parts = script.Parent ignoreList = { script.Parent } dealingDamage = 6000 makeRays = false step by step breakdown/explanation: ## Breakdown The provided Luau code snippet sets up variables for a shooting mechanism in a Roblox game. Here is a step-by-step explanation of what each l...
query code to breakdown: ------ VARIABLES ------ local folder = script.Parent local padIsOneDirectional = folder:WaitForChild("OneWay") local pad1 = folder:WaitForChild("Pad1") local pad2 = folder:WaitForChild("Pad2") local bounce = true explanation of the code: ## Breakdown The provided code initializes a set of v...
query code to breakdown: --[[ Grabs devProduct info - cleaner alternative to GetProductInfo. Caches and may potentially yield. Functions.GetProductInfo( id, <-- |REQ| ID of devProduct. (w/o link) ) --]] return function(id) --- Check cache if cachedProductInfo[id] == nil then --- Get product info ...
Start by breaking down the code basically step by step: --// Aim|Zoom|Sensitivity Customization ZoomSpeed = 0.23 -- The lower the number the slower and smoother the tween AimZoom = 50 -- Default zoom AimSpeed = 0.23 UnaimSpeed = 0.23 CycleAimZoom = 30 -- Cycled zoom MouseSensitivity = 0.5 -- Number between 0.1 and 1 Se...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- simple if statements, decides where the Tool will spawn -- depending on the generated number. if BlockPosition == 1 then Block.CFrame = Pos1 end if BlockPosition == 2 then Block.CFrame = Pos2 end Sure, let's brea...
query code to breakdown: --////////////////////////////// Methods --////////////////////////////////////// local methods = {} methods.__index = methods local function CreateGuiObjects() local BaseFrame = Instance.new("Frame") BaseFrame.Selectable = false BaseFrame.Size = UDim2.new(1, 0, 1, 0) BaseFrame.BackgroundT...
query code to breakdown: --[[ Called by expectation terminators to reset modifiers in a statement. This makes chains like: expect(5) .never.to.equal(6) .to.equal(5) Work as expected. ]] function Expectation:_resetModifiers() self.successCondition = true end result breakdown output: ## Breakdown The pr...
query code to breakdown: -- [Head, Torso, HumanoidRootPart], "Torso" and "UpperTorso" works with both R6 and R15. -- Also make sure to not misspell it. local PartToLookAt = "Torso" -- What should the npc look at. If player doesn't has the specific part it'll looks for RootPart instead. local LookBackOnNil = true -- Sh...
code: -- Variable for RemoteEvent Players.PlayerAdded:Connect(function(player: Player) local leaderstats = player:FindFirstChild("leaderstats") player.CharacterAdded:Connect(function(character) local humanoid = character:WaitForChild("Humanoid") humanoid.Died:Connect(function() if humanoid:FindFirstChild("cre...
code: -- Finds a random position inside of the given part and returns a randomly rotated CFrame at that position local function getRandomCFrameInVolume(partVolume) -- Calculate the position component of the random CFrame local x = randomGenerator:NextInteger(-partVolume.Size.X / 2, partVolume.Size.X / 2) local y = r...
Start by breaking down the code basically step by step: -- Check if the player is walking local check_movement = function() if humanoid.WalkSpeed > 0 and humanoid.MoveDirection.Magnitude > 0 and humanoid.FloorMaterial ~= Enum.Material.Air then return true elseif humanoid.WalkSpeed <= 0 or humanoid.MoveDi...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --// Commands --// Highly recommended you disable Intellesense before editing this... return function(Vargs, GetEnv) local env = GetEnv(nil, { script = script }) setfenv(1, env) local server = Vargs.Server local ser...
code to explain: ------ Locales ------ local CaseData = script.Parent.CaseData local InformationData = script.Parent.Parent.Parent.CaseInformationFrame.Information local InformationImage = script.Parent.Parent.Parent.CaseInformationFrame.Variables.CaseInformationPhoto local InformationVariables = script.Parent.Parent....
code to explain: -- Cleaning the blood parts function local deleteBlood = function(part) local tween = tweenPartSize(part, 0.5, Enum.EasingDirection.In, Vector3.new(0, 0.1, 0)) spawn(function() tween.Completed:Wait() tween:Destroy() part:Destroy() end) end result breakdown output: ## Breakdown The provide...
Start by breaking down the code basically step by step: -- Each note takes up exactly 8 seconds in audio. i.e C2 lasts 8 secs, C2# lasts 8 secs, C3 lasts 8 secs, C3# lasts 8 secs etc. for each audio -- These are the IDs of the piano sounds. settings.SoundSource = Piano.Keys.KeyBox settings.CameraCFrame = CFrame.new( ...
code instruction: --avoid error, script runs before script.Tool and script.Target are added as children wait() script.Tool.Value.Changed:connect(function(pr) --print("Tool \"", script.Tool.Value, "\"s parent changed to ", script.Tool.Value.Parent) if pr == "Parent" then if script.Tool.Value.Parent == game.Workspace...
code to explain: --[[Weight and CG]] Tune.Weight = 3960 -- 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,...
code to explain: -- Decompiled with the Synapse X Luau decompiler. client = nil service = nil return function(p1) local v1 = { Name = "Ping", Title = "Ping", Icon = client.MatIcons.Leaderboard, Size = { 150, 70 }, Position = UDim2.new(0, 10, 1, -80), AllowMultiple = false, NoHide = true, } local u1 = ...
code: --[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ SecondLogic @ Inspare ]] local FE = workspace.FilteringEnabled local car = script.Parent.Car.Value local _Tune = require(car["A-Chassi...
code: --[[ Main RenderStep Update. The camera controller and occlusion module both have opportunities to set and modify (respectively) the CFrame and Focus before it is set once on CurrentCamera. The camera and occlusion modules should only return CFrames, not set the CFrame property of CurrentCamera directly. --]]...
code: -- Register's a newly added Motor6D -- into the provided joint rotator. function CharacterRealism:AddMotor(rotator, motor) local parent = motor.Parent if parent and parent.Name == "Head" then parent.CanCollide = true end -- Wait until this motor is marked as active -- before attempting to use it in the ...
code instruction: --mesh.Scale = Vector3.new(0.1,1,0.1) local RetractionSpeed = 80 local StartDistance = 100 local PlayerBodyVelocity = Instance.new("BodyVelocity") PlayerBodyVelocity.maxForce = Vector3.new(1e+0010, 1e+0010, 1e+0010) local ObjectBodyVelocity = Instance.new("BodyVelocity") ObjectBodyVelocity.maxForce ...
code: -- GROUPS Groups = { [0] = { [254] = "Administrator", [1] = "VIP", }, } explanation of the code: ## Breakdown The provided code snippet in Luau defines a table named `Groups` and populates it with nested tables. Here is a step-by-step breakdown of what the code does: 1. **Table Declaration**: The code s...
code instruction: -- goro7 script.Parent.Event:connect(function(plr) -- Check if sufficient time has passed local currentTime = tick() if currentTime - plr.Stats.LastDailyHunterCoins.Value >= 86400 then -- Change stats plr.Stats.Coins.Value = plr.Stats.Coins.Value + 9000 plr.Stats.LastDailyHunterCoins.Value =...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step ------CruisinWithMyHomies v--- mouse.KeyDown:connect(function(key) key = string.lower(key) if carSeat.Velocity.Magnitude > 25 and key == "x" and cc.Value == false then cc.Value = true rwd.MaxSp...
query code to breakdown: --[[ Roblox Services ]] -- local Players = game:GetService("Players") local UserInputService = game:GetService("UserInputService") local StarterGui = game:GetService("StarterGui") local GuiService = game:GetService("GuiService") local ContextActionService = game:GetService("ContextActionService...
code instruction: -- connect up function stopLoopedSounds() sRunning:Stop() sClimbing:Stop() sSwimming:Stop() end Humanoid.Died:connect(onDied) Humanoid.Running:connect(onRunning) Humanoid.Swimming:connect(onSwimming) Humanoid.Climbing:connect(onClimbing) Humanoid.Jumping:connect(function(state) onStateNoStop(sta...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --- Gets a command definition by name. (Can be an alias) function Registry:GetCommand(name) name = name or "" return self.Commands[name:lower()] end step by step breakdown/explanation: ## Breakdown The provided func...
Start by breaking down the code basically step by step: --//Functions function CheckName(Object) local NameFound = false for _, Name in pairs({ "LeftFoot", "LeftHand", "LeftLowerArm", "LeftLowerLeg", "LeftUpperArm", "LeftUpperLeg", "LowerTorso", "RightFoot", "RightHand", "RightLowerArm", "RightL...
code to explain: --- Shows the command bar function Window:Show() return self:SetVisible(true) end Sure. Here is a summary: ## Breakdown The provided code defines a method named `Show` for a class called `Window`. This method is responsible for making the window visible and then returning the result of the operatio...
input_code: -- Decompiled with the Synapse X Luau decompiler. local v1 = {} v1.__index = v1 local u1 = Vector3.new(0, 0, 0) function v1.new() local v2 = setmetatable({}, v1) v2.enabled = false v2.moveVector = u1 v2.moveVectorIsCameraRelative = true v2.isJumping = false return v2 end function v1.OnRenderStepped(p...
code instruction: -- Signal:Fire(...) implemented by running the handler functions on the -- coRunnerThread, and any time the resulting thread yielded without returning -- to us, that means that it yielded to the Roblox scheduler and has been taken -- over by Roblox scheduling, meaning we have to make a new coroutine r...
code: -- ButtonClick ExitButton.Activated:Connect(hide) InteractionButton.Activated:Connect(show) FreeFlightButton.Activated:Connect(EnterFreeFlight) RaceButton.Activated:Connect(EnterRace) Sure. Here is a summary: ## Breakdown The provided code snippet is written in Luau, a programming language used for scripting i...
code to explain: --[[ The Module ]] -- local MouseLockController = {} MouseLockController.__index = MouseLockController function MouseLockController.new() local self = setmetatable({}, MouseLockController) self.isMouseLocked = false self.savedMouseCursor = nil self.boundKeys = { Enum.KeyCode.LeftControl } -- defa...
code instruction: ----------------------------------------------------------- ----------------------- STATIC DATA ----------------------- ----------------------------------------------------------- local RunService = game:GetService("RunService") local Workspace = game:GetService("Workspace") local ReplicatedStorage = ...
query code to breakdown: -- Text Tools local Equipped = 0 for i, v in pairs(Pets:GetChildren()) do if v.Equipped.Value == true then Equipped = Equipped + 1 end end Data.MaxStorage:GetPropertyChangedSignal("Value"):Connect(function() StorageText.Text = #Pets:GetChildren() .. "/" .. Data.MaxStorage.Value end) Da...
Breakdown this code: --[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ SecondLogic @ Inspare ]] local car = script.Parent.Car.Value local cam = workspace.CurrentCamera local RS = game:GetSe...
code: ------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------- -- STATE CHANGE HANDLERS function onRunning(speed) local movedDuringEmote = userEmoteToRunThresholdChange and currentlyPlaying...
code to explain: --Call a vote every x seconds while wait(Rules:GetRule("Vote Interval")) do CallVote(Rules:GenerateVote()) end output_code: ## Breakdown The code sets up a continuous loop that calls a vote at regular intervals. Here’s a step-by-step breakdown of how it works: 1. **While Loop**: The `while true` l...
query code to breakdown: --Made by Luckymaxer Players = game:GetService("Players") Debris = game:GetService("Debris") RbxUtility = LoadLibrary("RbxUtility") Create = RbxUtility.Create Character = script.Parent Humanoid = Character:FindFirstChild("Humanoid") Player = Players:GetPlayerFromCharacter(Character) Fire =...
code to explain: -- Editable Values local ExhaustId = 5937167081 local EngineId = 6002661882 local IdleId = 5226685480 local RedlineId = 5070456793 local ExhaustVol = 0.5 local ExhaustRollOffMax = 1000 local ExhaustRollOffMin = 10 local ExhaustVolMult = 1.05 local EngineVol = 0.05 local EngineRollOffMax = 1000 local ...
important code input to explain step by step: -- services local TweenService = game:GetService("TweenService") local Workspace = game:GetService("Workspace") local Debris = game:GetService("Debris") Sure, let's break it down: ## Breakdown The provided Luau code is a simple script that retrieves references to three ...
Breakdown this code: -- Omit colon and one or more spaces, so can call getLabelPrinter. local EXPECTED_LABEL = "Expected" local RECEIVED_LABEL = "Received" local EXPECTED_VALUE_LABEL = "Expected value" local RECEIVED_VALUE_LABEL = "Received value" step by step breakdown/explanation: ## Breakdown This code snippet de...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --------END LIGHTED RECTANGLES-------- --------SIDE DOOR-------- game.Workspace.rightsidedoor.l1.BrickColor = BrickColor.new(194) game.Workspace.rightsidedoor.l2.BrickColor = BrickColor.new(194) game.Workspace.rightside...
code to explain: --Automatic Gauge Scaling if autoscaling then local Drive = {} if _Tune.Config == "FWD" or _Tune.Config == "AWD" then if car.Wheels:FindFirstChild("FL") ~= nil then table.insert(Drive, car.Wheels.FL) end if car.Wheels:FindFirstChild("FR") ~= nil then table.insert(Drive, car.Wheels.FR) e...
Breakdown this code: --[[Engine]] --Torque Curve Tune.Horsepower = 274 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 6500 -- Use sliders to manipulate values Tune.Redline = 8000 -- Copy and paste slider values into the respective tune values Tune.EqPoint =...