text stringlengths 54 19.6k |
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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... |
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