text stringlengths 54 19.6k |
|---|
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 =... |
Subsets and Splits
No community queries yet
The top public SQL queries from the community will appear here once available.