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Start by breaking down the code basically step by step: -- Decompiled with the Synapse X Luau decompiler. client = nil service = nil cPcall = nil Pcall = nil Routine = nil GetEnv = nil origEnv = nil logError = nil log = nil return function() local u1 = nil local l__client__2 = client local u3 = nil local u4 = nil ...
code instruction: --[=[ Constructs a new Signal @return Signal ]=] function Signal.new() local self = setmetatable({ _handlerListHead = false, _proxyHandler = nil, }, Signal) return self end output_code: ## Breakdown The provided code defines a function named `Signal.new()` which is intended to create and ...
important code input to explain step by step: --[[local iceMesh = Instance.new("SpecialMesh", icePart) iceMesh.Name = "IceMesh" iceMesh.MeshType = "FileMesh" iceMesh.MeshId = "http://www.roblox.com/asset/?id=1290033" iceMesh.Scale = Vector3.new(0.675, 0.675, 0.675)]] function wait(TimeToWait) if TimeToWait ~= nil the...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- Zoom -- Controls the distance between the focus and the camera. wait(999999999999999999999) local ZOOM_STIFFNESS = 4.5 local ZOOM_DEFAULT = 12.5 local ZOOM_ACCELERATION = 0.0375 local MIN_FOCUS_DIST = 0.5 local DIST_...
Start by breaking down the code basically step by step: --[=[ Observes a value base underneath a parent (last named child). @param parent Instance @param className string @param name string @return Observable<Brio<any>> ]=] function RxValueBaseUtils.observeBrio(parent, className, name) return RxInstanceUtils.obs...
query code to breakdown: -------------------------------------------------------------------- if backfire == true then mouse.KeyDown:connect(function(key) if key == camkey and enabled == false then local children = car.Body.Exhaust:GetChildren() for index, child in pairs(children) do if child.Name == "Bac...
Start by breaking down the code basically step by step: -------------------------------------------------------------------------------- -- Popper.lua -- Prevents your camera from clipping through walls. -------------------------------------------------------------------------------- wait(999999999999999999999) local P...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[ A special key for property tables, which stores a reference to the instance in a user-provided Value object. ]] local Package = script.Parent.Parent local parseError = require(Package.Depende...
important code input to explain step by step: -- setup emote chat hook game:GetService("Players").LocalPlayer.Chatted:connect(function(msg) local emote = "" if string.sub(msg, 1, 3) == "/e " then emote = string.sub(msg, 4) elseif string.sub(msg, 1, 7) == "/emote " then emote = string.sub(msg, 8) end if pose =...
query code to breakdown: --[=[ Deep copies a table including metatables @param target table -- Table to deep copy @param _context table? -- Context to deepCopy the value in @return table -- Result ]=] function Table.deepCopy(target, _context) _context = _context or {} if _context[target] then return _context[t...
Breakdown this code: --edit the below function to execute code when this response is chosen OR this prompt is shown --player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data return function(player, dialogueFolder) local Money = require(game.ReplicatedStorage.Source....
code instruction: --[=[ Set a handler that will be called regardless of the promise's fate. The handler is called when the promise is resolved, rejected, *or* cancelled. Returns a new promise chained from this promise. :::caution If the Promise is cancelled, any Promises chained off of it with `andThen` won't run...
code: -- The amount of WalkSpeed added per level local speedBoostPerLevel = 3 function GameSettings.upgradeCost(upgrades) return (40 * growthModifier) * growthModifier ^ upgrades end function GameSettings.movementSpeed(level) return (speedBoostPerLevel * level) + startMoveSpeed end explanation: ## Breakdown The p...
important code input to explain step by step: -- Waits for the child of the specified parent local function WaitForChild(parent, childName) while not parent:FindFirstChild(childName) do parent.ChildAdded:wait() end return parent[childName] end local Tool = script.Parent local Animations = {} local MyHumanoid loc...
Start by breaking down the code basically step by step: -------------------------- script.Parent.Paused.Changed:connect(function() if script.Parent.Paused.Value == true then for i, v in pairs(script.Parent:GetChildren()) do if v:IsA("Sound") then v.Looped = false v:Pause() beep:Play() end end el...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step ----------------- --| Constants |-- ----------------- local SHOT_SPEED = 100 local SHOT_TIME = 1 local NOZZLE_OFFSET = Vector3.new(0, 0.4, -1.1) code breakdown: ## Breakdown The provided Luau cod...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[Status Vars]] local _IsOn = _Tune.AutoStart if _Tune.AutoStart then car.DriveSeat.IsOn.Value = true end local _GSteerT = 0 local _GSteerC = 0 local _GThrot = 0 local _GBrake = 0 local _ClutchOn = true local _ClPr...
Breakdown this code: --[[ ___ _______ _ _______ / _ |____/ ___/ / ___ ____ ___ (_)__ /__ __/ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< / / /_/ |_| \___/_//_/\_,_/___/___/_/___/ /_/ SecondLogic @ Inspare Avxnturador @ Novena ]] local FE = workspace.FilteringE...
code to explain: --- DONT TOUCH --- local UIS = game:GetService("UserInputService") local RunService = game:GetService("RunService") local TweenService = game:GetService("TweenService") local player = game.Players.LocalPlayer local char = player.Character or player.CharacterAdded:Wait() local Values = script.Parent.Pa...
code: --[=[ Mounts the instance to the props. This handles mounting children, and events. The contract is that the props table is turned into observables. Note the following. * Keys of strings are turned into properties * If this can be turned into an observable, it will be used to subscribe to this event * Ot...
query code to breakdown: --Unlock pages.donor["AG Unlock"].Unlock.MouseButton1Down:Connect(function() main.marketplaceService:PromptGamePassPurchase(main.player, main.products.Donor) end) step by step breakdown/explanation: ## Breakdown The code provided is a snippet written in the Luau scripting language, which is...
important code input to explain step by step: ------------------------- mouse.KeyDown:connect(function(key) key = string.lower(key) if key == "k" then --Camera controls if cam == "car" then Camera.CameraSubject = player.Character.Humanoid Camera.CameraType = "Custom" cam = "freeplr" Camera.FieldOfView ...
important code input to explain step by step: --[[Weight and CG]] Tune.Weight = 5000 -- 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 w...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Set whether BubbleChat is enabled function GuiController:setBubbleChatEnabled(bubbleChatEnabled: boolean) Chat.BubbleChatEnabled = bubbleChatEnabled end <<explaining>> Of course, here is a step ...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --outdoor ambieant local var local amplitudeO = 90 local offsetO = 100 <<explaining>> Of course, here is a step by step summary: ## Breakdown The provided code snippet is a simple script written in Luau, a variant of ...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Teleport variables local START_AREA = game.Workspace.StartSpawn local RIDE_PLATFORM = game.Workspace.Cart local activePlayers = {} local function equipTool(player, equip) local character = playe...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- LIGHT SETTINGS --[[ LIGHT TYPES: - Halogen - LED ]] -- local Low_Beam_Brightness = 2.25 local High_Beam_Brightness = 3.15 local Fog_Light_Brightness = 1.75 local Rear_Light_Brightness = 1....
Breakdown this code: --edit the function below to return true when you want this response/prompt to be valid --player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data return function(player, dialogueFolder) local plrData = require(game.ReplicatedStorage.Source.Modul...
input_code: -- Creates a new timer and keeps track of it's time in the timeLeft value local gameTimer = Timer.new() local DisplayValues = ReplicatedStorage:FindFirstChild("DisplayValues") local TimeLeft = DisplayValues.TimeLeft explanation: ## Breakdown The provided code snippet initializes a timer and sets up a ref...
Start by breaking down the code basically step by step: -- declarations local Figure = script.Parent local Torso = waitForChild(Figure, "Torso") local RightShoulder = waitForChild(Torso, "Right Shoulder") local LeftShoulder = waitForChild(Torso, "Left Shoulder") local RightHip = waitForChild(Torso, "Right Hip") local ...
important code input to explain step by step: --[[ This module contains the various actions a user can perform with Selfie Mode. Each of these actions is rendered as a button along the ActionBar. The `name` and `description` correspond to the text displayed in a tooltip when hovering the action. The `icon` is th...
Start by breaking down the code basically step by step: --script:WaitForChild('FootstepSounds').Parent = sounds local materials = script.Parent:WaitForChild("FootstepSounds") local plr = script.Parent repeat wait() until plr local char = plr local hum = char.Humanoid local hrp = hum.RootPart local walking hum.Running...
important code input to explain step by step: --[[ The Module ]] -- local BaseCharacterController = require(script.Parent:WaitForChild("BaseCharacterController")) local Keyboard = setmetatable({}, BaseCharacterController) Keyboard.__index = Keyboard function Keyboard.new(CONTROL_ACTION_PRIORITY) local self = setmetat...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Decompiled with the Synapse X Luau decompiler. client = nil service = nil return function(p1) local v1 = client.UI.Make("Window", { Name = "CreateCard", Title = "Create Card", Size = { 400,...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[ Returns the item prefab matching the given itemId and category, and errors if it doesn't exist. itemId must match the name of the item prefab. --]] local ReplicatedStorage = game:GetService("...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[ Server Module --]] local Settings = { --, not ; ? | server module!! BulletHoleTexture = "http://www.roblox.com/asset/?id=64291961", Damage = { 35, 45 }, OneHanded = false, --DONT USE YET Fa...
Start by breaking down the code basically step by step: --[[ Private Functions ]] -- local function disableButton() JumpButton.Visible = false OnInputEnded() end local function enableButton() if Humanoid and ExternallyEnabled then if ExternallyEnabled then if Humanoid.JumpPower > 0 then JumpButton.Visible...
Start by breaking down the code basically step by step: --[[Run]] --Print Version local ver = require(car["A-Chassis Tune"].README) print("Novena: AC6T Loaded - Build " .. ver) --Runtime Loops -- ~60 c/s game["Run Service"].Stepped:connect(function() --Steering Steering() --RPM RPM() --Suspension if not work...
important code input to explain step by step: --local Oldtargpos = targpos local OldPos = torsoPos * 2 local origin = CFrame.new(torsoPos) local Logic = 0 local OldX = 100 local OldZ = 0 local Xdir = 100 local Zdir = 0 local ClimbingLadder = false local FreeFalling = false local GraphicsOn = script.GraphicsToggle.Val...
code instruction: --- water workspace.Terrain.WaterTransparency = 1 workspace.Terrain.WaterReflectance = 0.2 sky = script.Sky sky.Parent = Lighting local Blur = Instance.new("BlurEffect") Blur.Parent = game.Lighting Blur.Size = 25 wait(0.1) Blur.Size = 24 wait(0.1) Blur.Size = 23 wait(0.1) Blur.Size = 22 wait(0.1) B...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation ------------------------------------------------------------------------ -- prepares error message for display, for limits exceeded -- * used only in checklimit() ---------------------------------------------------------...
code instruction: -- returns the angles needed to have the npc look at a target local function lookAt(target) local eye = (hrp.CFrame * CFrame.new(0, 3, 0)):pointToObjectSpace(target).unit local horizontal = -math.atan2(eye.x, -eye.z) local vertical = math.asin(eye.y) local goal = Vector3.new() if not (math.abs(...
code instruction: --[[ * Reduce the number of edits by eliminating semantically trivial equalities. * @param {Array.<Array.<number|string>>} diffs Array of diff tuples. --]] local function diff_cleanupSemantic(diffs: Array<Diff>) local changes = false local equalities = {} -- Stack of indices where equalities are fou...
Breakdown this code: --DO NOT CHANGE ANYTHING INSIDE OF THIS SCRIPT BESIDES WHAT YOU ARE TOLD TO UNLESS YOU KNOW WHAT YOU'RE DOING OR THE SCRIPT WILL NOT WORK!! local hitPart = script.Parent local debounce = true local tool = game.ServerStorage.Snowball -- Change "Sword" to the name of your tool, make sure your tool is...
important code input to explain step by step: --Physics and maintaining height-- core.spawn(function() while myHuman.Health > 0 do if engineRunning then flight.physics() flight.maintainHeight(desiredHeight, target) end wait() end end) step by step breakdown/explanation: ## Breakdown The provided code s...
code to explain: --!strict local function slice(str: string, startIndexStr: string | number, lastIndexStr: (string | number)?): string local strLen, invalidBytePosition = utf8.len(str) assert(strLen ~= nil, ("string `%s` has an invalid byte at position %s"):format(str, tostring(invalidBytePosition))) local startInde...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[Transmission]] Tune.TransModes = { "Auto", "Semi" } --[[ [Modes] "Auto" : Automatic shifting "Semi" : Clutchless manual shifting, dual clutch transmission "Manual" : Manual shifting with ...
important code input to explain step by step: --[[** Determines if the passed object is a Janitor. @param [t:any] Object The object you are checking. @returns [t:boolean] Whether or not the object is a Janitor. **--]] function Janitor.Is(Object) return type(Object) == "table" and getmetatable(Object) == Janitor end...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --R6 MakeWeld(car.Misc.Anims.R6.RightArm.Z, car.Misc.Anims.R6.RightArm.Y, "Motor6D").Name = "M" MakeWeld(car.Misc.Anims.R6.RightArm.Y, car.DriveSeat, "Motor6D").Name = "M" ModelWeld(misc.Anims.R6.Righ...
code to explain: --[[Brakes]] Tune.ABSEnabled = true -- Implements ABS Tune.ABSThreshold = 20 -- Slip speed allowed before ABS starts working (in SPS) Tune.FBrakeForce = 3000 -- Front brake force Tune.RBrakeForce = 2500 -- Rear brake force Tune.PBrakeForce = 99999 -- Handbrake force Tune.FLgcyBForce = 41000 -- Front ...
code to explain: --local Text = thirstGui:WaitForChild("Back"):WaitForchild("Text") local plr = game.Players.LocalPlayer repeat wait() until plr.Character -- waiting for player to load local UIS = game:GetService("UserInputService") local hum = plr.Character:WaitForChild("Humanoid") local maxThirst = 100 local maxHu...
code instruction: -- Show highlight on currently equipped tool in toolbar EquippedVal.Changed:connect(function() for i, v in pairs(UiFrame:GetChildren()) do if v:IsA("ImageButton") then v.BorderSizePixel = 1 end end if EquippedVal.Value then local imageButton = UiFrame:FindFirstChild(EquippedVal.Value.Name)...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[ FUNCTIONS ]-- if not AFKEvent then AFKEvent = Instance.new("RemoteEvent") AFKEvent.Parent = game.ReplicatedStorage AFKEvent.Name = "AFK" end local updateAFK = function(player, enable) local GUI = player.Charact...
input_code: --[=[ Connects a handler to a ScriptSignal object, but only allows that connection to run once. Any `:Fire` calls called afterwards won't trigger anything. ```lua ScriptSignal:ConnectOnce(function() print("Connection fired") end) ScriptSignal:Fire() ScriptSignal:Fire() -- "Connection fired" is ...
code instruction: -- ================================================================================ -- LOCAL FUNCTIONS -- ================================================================================ local function BoostSetup() local Speedometer = gui:WaitForChild("Speedometer") local Bar = Speedometer:WaitForCh...
Start by breaking down the code basically step by step: --[[ Roblox Services ]] -- local UserInputService = game:GetService("UserInputService") local PathfindingService = game:GetService("PathfindingService") local Players = game:GetService("Players") local DebrisService = game:GetService("Debris") local StarterGui = g...
Start by breaking down the code basically step by step: --------------------------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------------------------- -- Event Handlers function ...
query code to breakdown: -- Denotes property change handlers in an instance's property table. export type OnChangeKey = Symbol & { -- name: "OnChange" (add this when Luau supports singleton types) key: string, } result breakdown output: ## Breakdown The provided code defines a new type in Luau, specifically for Ro...
Start by breaking down the code basically step by step: -- Buy case #1 BuyCasesEvents.Case1.OnServerEvent:Connect(function(player, PricePoints, PriceGems, PointsBuy) if PointsBuy == true then if player.DataFolder.Points.Value >= PricePoints then player.DataFolder.Points.Value -= PricePoints print(PricePoints)...
input_code: ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- API ModuleAPI = {} c = workspace.CurrentCamera player = game.Players.LocalPlayer rs = game:GetService("RunService") function check...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --Setup fast joiners spawn(function() wait(1) for _, player in pairs(main.players:GetChildren()) do if not main.pd[player] and not settingUpPlayer[player] then playerAdded(player) end end en...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --- Maps arguments #2-n through callback and returns values as tuple function Util.Each(callback, ...) local results = {} for i, value in ipairs({ ... }) do results[i] = callback(value) end retu...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --//////////////////////////////////////////////////////////////////////////////////////////// --///////////////////////////////////////////////// Code to hook client UI up to server events --////////...
code: -- initialize to idle playAnimation("idle", 0.1, Humanoid) pose = "Standing" function populatehumanoids(mdl) if mdl.ClassName == "Humanoid" then table.insert(humanoids, mdl) end for i2, mdl2 in ipairs(mdl:GetChildren()) do populatehumanoids(mdl2) end end while Figure.Parent ~= nil and Humanoid and Hu...
query code to breakdown: -- Dont touch while wait() do script.Parent.Rotation = script.Parent.Rotation + 15 if script.Parent.Rotation == 360 then script.Parent.Rotation = 0 end end <<explaining>> Of course, here is a step by step summary: ## Breakdown The provided script is designed to continuously rotate an ob...
input_code: -- enable the viewmodel system local function enableviewmodel() isfirstperson = true if viewmodel.Parent ~= workspace.CurrentCamera then viewmodel.Parent = workspace.CurrentCamera end if rigtype == "R15" then -- disable character joints, enable viewmodel joints rightshoulderclone.Enabled = true ...
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 = require(script:FindFirstAncestor("MainUI").Modules.WindShake) v1:Init() local v2, v3, v4 = ipairs(workspace.Lobby:GetDescendants()) while true do v2(v3, v4) ...
query code to breakdown: ------------------------- mouse.KeyDown:connect(function(key) key = string.lower(key) if key == "r" then --Camera controls if cam == "car" then Camera.CameraSubject = player.Character.Humanoid Camera.CameraType = "Custom" cam = "freeplr" Camera.FieldOfView = 70 elseif cam == ...
code: -- Waits for a new character to be added if the current one is invalid -- (Ensures that you don't have the old dead character after a respawn) function UTIL.WaitForValidCharacter(player) local character = player.Character if not character or not character.Parent or not character:FindFirstChild("Humanoid")...
important code input to explain step by step: ------------------------------------------------------------------------------------------------------------ function configureAnimationSetOld(name, fileList) if animTable[name] ~= nil then for _, connection in pairs(animTable[name].connections) do connection:disconn...
Breakdown this code: --[[ This function fixes a problem where when the Camera's CameraType is set back to Enum.CameraType.Custom, it snaps back to the last distance before we animated it. As such, if the user is zoomed far out, calling `focusCharacter()` will zoom in, and then once the animation finishes the came...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- LOCAL local tweenService = game:GetService("TweenService") local replicatedStorage = game:GetService("ReplicatedStorage") local debris = game:GetService("Debris") local userInputService = game:GetService("UserInputSer...
code to explain: -- functions function stopAllAnimations() local oldAnim = currentAnim -- return to idle if finishing an emote if emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false then oldAnim = "idle" end currentAnim = "" currentAnimInstance = nil if currentAnimKeyframeHandler ~= nil then curre...
important code input to explain step by step: -- Put in StarterPlayer > StarterCharacterScripts == Scripted By Conikku local player = game.Players.LocalPlayer local character = workspace:WaitForChild(player.Name) local humanoid = character:WaitForChild("Humanoid") humanoid:SetStateEnabled(Enum.HumanoidStateType.Swimmin...
code: -- message : (string) the text of error thrown -- stack : (string) the debug.traceback() of the where the error originated -- origin : (datatype) the container where the error came from function ErrorReporter:Report(message, stack, origin) -- make sure that there isn't a circular loop of errors local success, r...
code to explain: --[=[ Cleans up the BasicPane, invoking Maid:DoCleaning() on the BasicPane and setting the metatable to nil. ]=] function BasicPane:Destroy() self._maid:DoCleaning() self._maid = nil setmetatable(self, nil) end return BasicPane output: ## Breakdown The provided code defines a method named `Des...
input_code: --// 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.Frame --local cont = gui.Frame.Container local termCont = frame.termCont local serve...
input_code: --[[** ensure value is an Instance and it's ClassName matches the given ClassName @param className The class name to check for @returns A function that will return true iff the condition is passed **--]] function t.instanceOf(className, childTable) assert(t.string(className)) local childrenCheck if...
query code to breakdown: --[[ The task.wait() calls below are placeholders for calling asynchronous functions that would load parts of your game. --]] local ContentProvider = game:GetService("ContentProvider") local LoadingScreen = require(script.Parent.LoadingScreen) local REQUIRED_ASSETS = { game.Workspace, } ...
code: --------AUDIENCE BACK LEFT-------- game.Workspace.audiencebackleft1.Part3.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.audiencebackleft1.Part6.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.audiencebackleft1.Part9.BrickColor = BrickColor.new(game....
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- title macro item local item = {} function item:New(itemContainer, macroItem, pluginSettings, updatePluginSettings) itemContainer.TextLabel.Text = macroItem.Text function macroItem:UpdateText(t...
Breakdown this code: --Left lean Divider ZR15RightLegLeftLeanD = 1 XR15RightLegLeftLeanD = 1 YR15RightLegLeftLeanD = 1 R15RightKneeLeftLeanD = 1 ZR15RightArmLeftLeanD = 1 XR15RightArmLeftLeanD = 1 YR15RightArmLeftLeanD = 1 R15RightElbowLeftLeanD = 1 ZR15LeftLegLeftLeanD = 1 XR15LeftLegLeftLeanD = 1 YR15LeftLegLeftLea...
query code to breakdown: --------------------- TEMPLATE BLADE WEAPON --------------------------- -- Waits for the child of the specified parent local function WaitForChild(parent, childName) while not parent:FindFirstChild(childName) do parent.ChildAdded:wait() end return parent[childName] end local SLASH_DAMAGE ...
important code input to explain step by step: -- We set our speeds on the server, don't let the client choose local speeds = { run = 24, walk = 16, } character.speed = function(player, payload) local humanoid = Util.getHumanoid(player) if not humanoid or not payload or not speeds[payload.speed] then return end...
query code to breakdown: --[[ Remove the given key from the list. ]] function Immutable.RemoveFromList(list, removeIndex) local new = {} for i = 1, #list do if i ~= removeIndex then table.insert(new, list[i]) end end return new end output_code: ## Breakdown The provided code defines a function named `I...
important code input to explain step by step: -- Event Binding Tool.Changed:connect(OnChanged) Tool.RocketHit.OnServerEvent:connect(OnRocketHit) Tool.FireRocket.OnServerEvent:connect(OnFireRocket) Tool.HitPlayers.OnServerEvent:connect(OnHitPlayers) Tool.DirectHitPlayer.OnServerEvent:connect(OnDirectHitPlayer) Intializ...
Start by breaking down the code basically step by step: --[=[ Fulfills the promise with the value @param values { T } -- Params to fulfil with @param valuesLength number @private ]=] function Promise:_fulfill(values, valuesLength) if not self._pendingExecuteList then return end self._fulfilled = values self....
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- see link for what the dictionary looks like: https://developer.roblox.com/en-us/api-reference/function/Players/GetCharacterAppearanceInfoAsync local wearingAssets local originalCamCFrame = camera.CFrame local functi...
input_code: -- Basic settings local MAXIMUM_DIFFERENT_ITEMS = 6 local plr = game.Players.LocalPlayer local guiService = game:GetService("GuiService") function getItemTable() -- Formulate and return a table of items local items = {} for _, i in pairs(script.Parent:GetChildren()) do if i.Name == "Item" then for...
code to explain: -- For those who prefer distinct functions function ControlModule:Disable() if self.activeController then self.activeController:Enable(false) if self.moveFunction then self.moveFunction(Players.LocalPlayer, Vector3.new(0, 0, 0), true) end end end <<explaining>> Of course, here is a step b...
Breakdown this code: -- deltarager cried here -- 27/05/2021 repeat wait() until game:IsLoaded() and game.Workspace:FindFirstChild(game.Players.LocalPlayer.Name) ~= nil and game.Players.LocalPlayer.Character:FindFirstChild("Humanoid") ~= nil local ReplicatedStorage = game:GetService("ReplicatedStorage") local UserI...
code instruction: --------------------) Settings Damage = 0 -- the ammout of health the player or mob will take Cooldown = 25 -- cooldown for use of the tool again ZoneModelName = "Fresh Disco" -- name the zone model MobHumanoidName = "Humanoid" -- the name of player or mob u want to damage explanation: ## Breakdo...
code to explain: --[[ Chains a Promise from this one that is resolved if this Promise is resolved, and rejected if it is not resolved. ]] function Promise.prototype:now(rejectionValue) local traceback = debug.traceback(nil, 2) if self:getStatus() == Promise.Status.Resolved then return self:_andThen(traceback, fun...
input_code: ------------------------------------------------------------------------ -- reanchor if last token is has a constant string, see close_func() -- * used only in close_func() ------------------------------------------------------------------------ function luaY:anchor_token(ls) if ls.t.token == "TK_NAME" or ...
code: -- Note: Overrides base class GetIsJumping with get-and-clear behavior to do a single jump -- rather than sustained jumping. This is only to preserve the current behavior through the refactor. function DynamicThumbstick:GetIsJumping() local wasJumping = self.isJumping self.isJumping = false return wasJumping e...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[Wheel Alignment]] --[Don't physically apply alignment to wheels] --[Values are in degrees] Tune.FCamber = 0 Tune.RCamber = 0 Tune.FToe = 0 Tune.RToe = 0 result breakdown output: ## Breakdown The provided code snip...
Breakdown this code: -- Compiled with roblox-ts v2.0.4 -- eslint-disable-next-line @typescript-eslint/no-empty-interface local unitMeta = {} unitMeta.__eq = function() return true end unitMeta.__tostring = function() return "()" end unitMeta.__index = function() return error("Attempt to index Unit", 2) end local fun...
Start by breaking down the code basically step by step: --[[ Packs a number of arguments into a table and returns its length. Used to cajole varargs without dropping sparse values. ]] local function pack(...) return select("#", ...), { ... } end code breakdown: ## Breakdown The provided code defines a function n...
code to explain: ------------------------- function onClicked() R.Function1.Disabled = true FX.CRUSH.BrickColor = BrickColor.new("Really red") FX.CRUSH.loop.Disabled = true FX.HPF.BrickColor = BrickColor.new("Really red") FX.HPF.loop.Disabled = true FX.LPF.BrickColor = BrickColor.new("Really red") FX.LPF.loop....
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- If you want to know how to retexture a hat, read this: http://www.roblox.com/Forum/ShowPost.aspx?PostID=10502388 debounce = true function onTouched(hit) if hit.Parent:findFirstChild("Humanoid") ~= nil and debounce...