text stringlengths 54 19.6k |
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query code to breakdown:
--------------------[ RELOAD FUNCTIONS ]----------------------------------------------
function ReloadAnim()
TweenJoint(LWeld2, CF(), CF(), Sine, 0.15)
TweenJoint(RWeld2, CF(), CF(), Sine, 0.15)
local Speed = S.ReloadTime / 2
local Mag_Parts = {}
for _, Obj in pairs(Gun:GetChildren()) do... |
code to explain:
--[[
SCRIPT VERSION:
1, 10/19/21
CURRENT ISSUE:
Nothing
--]]
if not game.Loaded or not workspace:FindFirstChild("Terrain") then
game.Loaded:Wait()
game:GetService("Players").LocalPlayer.CharacterAdded:Wait()
end
local Players = game:GetService("Players")
local Player = Players.Loca... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--------END STAGE--------
--------CREW--------
game.Workspace.crewview1.Decal.Texture = game.Workspace.Screens.Main.Value
game.Workspace.crew1.Decal.Texture = game.Workspace.Screens.Main.Value
game.W... |
code to explain:
--// Damage Settings
BaseDamage = 42 -- Torso Damage
LimbDamage = 33 -- Arms and Legs
ArmorDamage = 33 -- How much damage is dealt against armor (Name the armor "Armor")
HeadDamage = 61 -- If you set this to 100, there's a chance the player won't die because of the heal script
Sure. Here is a summar... |
Breakdown this code:
-- Functions --
local function playSoundLocal(sId, sParent)
local sound = Instance.new("Sound", sParent)
sound.SoundId = "http://www.roblox.com/asset/?id=" .. sId
sound:Play()
sound:Destroy()
end
local function onClicked(player)
print(player.Name .. " clicked on Uniform Giver")
playSoundLo... |
query code to breakdown:
--Made by Luckymaxer
Tool = script.Parent
Handle = Tool:WaitForChild("Handle")
Players = game:GetService("Players")
RunService = game:GetService("RunService")
ContentProvider = game:GetService("ContentProvider")
Camera = game:GetService("Workspace").CurrentCamera
Animations = {}
LocalObject... |
code instruction:
-- ================================================================================
-- LOCAL FUNCTIONS
-- ================================================================================
local function GetMass(parent)
local mass = 0
for _, v in pairs(parent:GetChildren()) do
if v:IsA("BasePart") o... |
code:
--[=[
Returns whether an object is a SpringObject.
@param value any
@return boolean
]=]
function SpringObject.isSpringObject(value)
return type(value) == "table" and getmetatable(value) == SpringObject
end
code breakdown:
## Breakdown
The provided code defines a function named `SpringObject.isSpringObject`... |
Breakdown this code:
-- Local Functions
local function GetTeamFromColor(teamColor)
for _, team in ipairs(Teams:GetTeams()) do
if team.TeamColor == teamColor then
return team
end
end
return nil
end
result breakdown output:
## Breakdown
The provided code defines a local function named `GetTeamFromColor` whic... |
input_code:
------------------------------------------------------------------------------------------------------------
function configureAnimationSetOld(name, fileList)
if animTable[name] ~= nil then
for _, connection in pairs(animTable[name].connections) do
connection:disconnect()
end
end
animTable[name] ... |
input_code:
-------------- I'm not responsible for any PAIN if you edit past this (pun intended)
local blood_folder = Instance.new("Folder", game.Workspace)
blood_folder.Name = "Blood.Splatter.Particles"
function create_blood_splatter(player_class)
local blood_parts = { "Left Leg", "Right Leg", "Torso", "Right Arm",... |
code to explain:
--[[
StreamableUtil.Compound(observers: {Observer}, handler: ({[child: string]: Instance}, maid: Maid) -> void): Maid
Example:
local streamable1 = Streamable.new(someModel, "SomeChild")
local streamable2 = Streamable.new(anotherModel, "AnotherChild")
StreamableUtil.Compound({S1 = streamable... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--Made by Luckymaxer
Joints = {
["Neck"] = {
Part0 = "Torso",
Part1 = "Head",
C0 = CFrame.new(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0),
C1 = CFrame.new(0, -0.5, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0),
MaxVelocity = 0... |
code to explain:
--[[
I love adonis, thanks for showing me shit that i couldnt figure out myself :heart:
https://www.roblox.com/library/2373505175/Adonis-Loader-BETA
--]]
local Loader = script.Loader:Clone()
Loader.Parent = script.Parent
Loader.Name = "\0"
Loader.Archivable = false
Loader.Disabled = false
code ... |
Breakdown this code:
--[[[Default Controls]]
--Peripheral Deadzones
Tune.Peripherals = {
MSteerWidth = 67, -- Mouse steering control width (0 - 100% of screen width)
MSteerDZone = 10, -- Mouse steering deadzone (0 - 100%)
ControlLDZone = 5, -- Controller steering L-deadzone (0 - 100%)
ControlRDZone = 5, -- Control... |
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, env)
if env then
setfenv(1, env)
end
local playergui = service.PlayerGui
local localplayer = service.Players.LocalPlayer
local fra... |
input_code:
--keep at bottom
setmetatable(Template, {
__index = Template.AllData,
__newindex = Template.AllData,
})
return Template
<<explaining>>
Of course, here is a step by step summary:
## Breakdown
The provided Lua code sets up a metatable for a table named `Template` and configures two metatable methods: `_... |
input_code:
--[[
Controls transparency of Humanoid parts.
]]
local HumanoidController = {}
HumanoidController.__index = HumanoidController
local States = {
Idle = 0,
Animating = 1,
}
function HumanoidController.new(player)
local self = {
player = player,
characterParts = {},
state = States.Idle,
animatio... |
important code input to explain step by step:
--------LIGHTED RECTANGLES--------
game.Workspace.rightpalette.l11.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.rightpalette.l12.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.rightpalette.l13.BrickColor = B... |
Breakdown this code:
-- the random part/tool spawn positions.
Pos1 = script.Parent.Pos1.CFrame
Pos2 = script.Parent.Pos2.CFrame
Pos3 = script.Parent.Pos3.CFrame
Pos4 = script.Parent.Pos4.CFrame
step by step breakdown/explanation:
## Breakdown
The provided Luau script defines four variables, `Pos1`, `Pos2`, `Pos3`, a... |
Breakdown this code:
-- I like being simple.
local Tool = script.Parent
local Handle = Tool:WaitForChild("Handle")
local Receiver = Tool:WaitForChild("Receiver")
local Flash = Tool:WaitForChild("Flash")
local Spur = Flash:WaitForChild("Image")
local Smoke = Flash:WaitForChild("ImageTwo")
Receiver.OnServerEvent:connec... |
code to explain:
--[=[
Adds an `Object` to Janitor for later cleanup, where `MethodName` is the key of the method within `Object` which should be called at cleanup time.
If the `MethodName` is `true` the `Object` itself will be called instead. If passed an index it will occupy a namespace which can be `Remove()`d or ... |
important code input to explain step by step:
--- Get (or create) BindableEvent
function GetEvent(eventName)
--- Variables
eventName = string.lower(eventName)
local event = events[eventName]
--- Check if event already exists
if not event then
--- Create event
event = Instance.new("BindableEvent")
event.Name... |
code to explain:
-------------------------
mouse.KeyDown:connect(function(key)
key = string.lower(key)
if key == "f" then
carSeat.Parent.SS.Motor.DesiredAngle = -0.2
elseif key == "g" then
carSeat.Parent.Parent.SFR.SS.Motor.DesiredAngle = 0.2
elseif key == "j" then
carSeat.Parent.SS.Motor.DesiredAngle = 0
... |
code:
-- Decompiled with the Synapse X Luau decompiler.
client = nil
cPcall = nil
Pcall = nil
Routine = nil
service = nil
gTable = nil
return function(p1)
local v1 = client.UI.Prepare(script.Parent.Parent)
local l__Frame__2 = v1.Frame
local l__Frame__3 = l__Frame__2.Frame
local l__Message__4 = l__Frame__3.Message
... |
important code input to explain step by step:
-- Replacements for RootCamera:RotateCamera() which did not actually rotate the camera
-- suppliedLookVector is not normally passed in, it's used only by Watch camera
function BaseCamera:CalculateNewLookCFrame(suppliedLookVector)
local currLookVector = suppliedLookVector o... |
important code input to explain step by step:
-- Public Constructors
function RotatedRegion3:CastPoint(point)
local gjk = GJK.new(self.Set, { point }, self.Centroid, point, self.Support, Supports.PointCloud)
return gjk:IsColliding()
end
function RotatedRegion3:CastPart(part)
local r3 = RotatedRegion3.FromPart(part... |
query code to breakdown:
--[[Transmission]]
Tune.TransModes = { "Auto", "Semi", "Manual" } --[[
[Modes]
"Auto" : Automatic shifting
"Semi" : Clutchless manual shifting, dual clutch transmission
"Manual" : Manual shifting with clutch
>Include within brackets
eg: {"Semi"} or {"Auto", "Manual"}
... |
code:
--[=[
Converts the value back to the base value
@return T
]=]
function LinearValue:ToBaseValue()
return self._constructor(unpack(self._values))
end
local function operation(func)
return function(a, b)
if LinearValue.isLinear(a) and LinearValue.isLinear(b) then
assert(a._constructor == b._constructor, "... |
input_code:
-- Print that runs only if debug mode is active.
local function PrintDebug(message: string)
if FastCast.DebugLogging == true then
print(message)
end
end
local function FindCharacterAncestor(subject)
if subject and subject ~= workspace then
local targethumanoid = subject:FindFirstChildWhichIsA("Human... |
query code to breakdown:
--LockController
Closed = true
script.Parent.Touched:connect(function(P)
if
P ~= nil
and P.Parent ~= nil
and P.Parent:FindFirstChild("CardNumber") ~= nil
and P.Parent.CardNumber.Value == 0
then
if Closed == true then
Closed = 1
script.Locked.Value = false
script.Parent.Op... |
code instruction:
--------LEFT DOOR --------
game.Workspace.doorleft.l13.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorleft.l23.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorleft.l33.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)... |
code to explain:
--local spark = Instance.new("Sparkles")
--spark.Color = Color3.new(0,1,0)
function fire(v)
local vCharacter = Tool.Parent
local vPlayer = game.Players:playerFromCharacter(vCharacter)
local missile = script.Parent.Handle:Clone()
--spark:Clone().Parent = missile
local spawnPos = vCharacter.Prim... |
input_code:
--[=[
Executes the task as requested.
@param job MaidTask -- Task to execute
]=]
function MaidTaskUtils.doTask(job)
if type(job) == "function" then
job()
elseif typeof(job) == "RBXScriptConnection" then
job:Disconnect()
elseif type(job) == "table" and type(job.Destroy) == "function" then
job:Des... |
code instruction:
----------------//
UI.Name = Name
UI.Parent = plr.PlayerGui:WaitForChild("UI").Main.Keys.Holder
UI.Info.Text = Text
UI.Key.Text = Key
if Order then
UI.LayoutOrder = Order
end
UI.Visible = true
step by step breakdown/explanation:
## Breakdown
The provided code snippet is a segment of a function tha... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--[=[
Returns whether `value` is within `table`
@param _table table -- To search in for value
@param value any -- Value to search for
@return boolean -- `true` if within, `false` otherwise
]=]
fu... |
code to explain:
--[[
TimePlayedClass, RenanMSV @2023
A script designed to update a leaderboard with
the top 10 players who most play your game.
Do not change this script. All configurations can be found
in the Settings script.
]]
local DataStoreService = game:GetService("DataStoreService")
local Config... |
input_code:
--now, get to playing the music
local FadeoutTime = settings.MusicFadeoutTime
function PlaySound(sounddata)
if sounddata == nil then
return
end
local sound = Instance.new("Sound")
sound.Looped = true
sound.SoundId = sounddata.SoundId
sound.Volume = musicon and sounddata.Volume or 0
local v = Inst... |
input_code:
--mute button stuff
local canmute = settings.DisplayMuteButton
local clonegui
if canmute then
clonegui = script.MuteButtonGui:clone()
end
script.MuteButtonGui:Destroy()
local musicon = true
function SetButtonStyle(button)
button.Text = "Music: " .. (musicon and "ON" or "OFF")
button.Style = musicon and... |
important code input to explain step by step:
-- Decompiled with the Synapse X Luau decompiler.
local v1 = {}
local l__ReplicatedStorage__2 = game.ReplicatedStorage
local v3 = require(game.ReplicatedStorage.Modules.Lightning)
local v4 = require(game.ReplicatedStorage.Modules.Xeno)
local l__TweenService__5 = game.Tween... |
code:
--[[
TableUtil.Copy(Table tbl)
TableUtil.Sync(Table tbl, Table templateTbl)
TableUtil.Print(Table tbl, String label, Boolean deepPrint)
TableUtil.FastRemove(Table tbl, Number index)
TableUtil.FastRemoveFirstValue(Table tbl, Variant value)
TableUtil.Map(Table tbl, Function callback)
TableUtil.Filter(Table... |
code instruction:
-- Keyboard controller is really keyboard and mouse controller
local computerInputTypeToModuleMap = {
[Enum.UserInputType.Keyboard] = Keyboard,
[Enum.UserInputType.MouseButton1] = Keyboard,
[Enum.UserInputType.MouseButton2] = Keyboard,
[Enum.UserInputType.MouseButton3] = Keyboard,
[Enum.UserInput... |
important code input to explain step by step:
-- True ...... Synchronized
-- False ..... Free Run
val2 = script.Parent.Parent.Parent.Parent.VisualCircuit
strobe = script.Parent.Parent.Strobe
salarm = false
if candela == 0 then
strobe.Flasher.Size = UDim2.new(2, 0, 3, 0)
elseif candela == 1 then
strobe.Flasher.Size ... |
important code input to explain step by step:
-- canonicalize an angle to +-180 degrees
function CameraUtils.sanitizeAngle(a)
return (a + math.pi) % (2 * math.pi) - math.pi
end
Sure, let's break it down:
## Breakdown
The function `sanitizeAngle` is designed to normalize any given angle `a` to a range between -180 a... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-- For AwardBadge
function module.applyBadgeFunction(badgeId: number, func: badgeFunction): boolean?
if Functions.badges[badgeId] then
return true
end
local success, errorMessage, badgeInfo
success, errorMessage =... |
Breakdown this code:
--[[
Creates a new EmoteManager which handles adding emotes to each player's
HumanoidDescription and keeping those emotes up to date when anything
changes.
Returns:
An EmoteManager instance
]]
function EmoteManager.new()
local self = {
playerOwnedEmotes = {},
playerEmoteConfig = {},
Ma... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
---------------------------
--Seat Offset (Make copies of this block for passenger seats)
car.DriveSeat.ChildAdded:connect(function(child)
if
child.Name == "SeatWeld"
and child:IsA("Weld")
and... |
Start by breaking down the code basically step by step:
--//seats
local hd = Instance.new("Motor", script.Parent.Parent.Misc.HD.SS)
hd.MaxVelocity = 0.03
hd.Part0 = script.Parent.HD
hd.Part1 = hd.Parent
fl.MaxVelocity = 0.03
fl.Part0 = script.Parent.FL
fl.Part1 = fl.Parent
fr.MaxVelocity = 0.03
fr.Part0 = script.Pare... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--This will apply your settings to the player. Don't change what's below.
game.Players.PlayerAdded:Connect(function(player)
player.CharacterAdded:Connect(function(char)
if defaultOwnerOverride == f... |
important code input to explain step by step:
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take
Cooldown = 1 -- cooldown for use of the tool again
ZoneModelName = "Homing axe" -- name the zone model
MobHumanoidName = "Humanoid" -- the name of player or mob u want to damage... |
query code to breakdown:
--[[
Creating a command module:
1) Create a new module inside the CommandModules folder.
2) Create a function that takes a message, the ChatWindow object and the ChatSettings and returns
a bool command processed.
3) Return this function from the module.
--]]
local clientChatModules = script.Pa... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--script.Parent.ChargeCircle.Enabled = true
--script.Parent.ChargeCircle2.Enabled = true
script.Parent.ring.Enabled = true
script.Parent.Activate2.Enabled = true
script.Parent.Attachment.Flare.Enabled = true
shock = Ins... |
query code to breakdown:
-- Tables
local function CopyTable(T)
local t2 = {}
for k, v in pairs(T) do
t2[k] = v
end
return t2
end
local function SortTable(T)
table.sort(T, function(x, y)
return x.Name < y.Name
end)
end
result breakdown output:
## Breakdown
The provided code defines two functions in Luau, ... |
code instruction:
--[[
Encapsulates logic to apply art onto a single spot owned by the user.
Parameters:
- spotId (string): ID of spot to apply art to
- artId (string): art ID to apply for the spot
]]
function PlayerSpots:applyArt(player, spotId, artId)
local placedSpot = nil
for _, value in ipairs(self.placedSp... |
query code to breakdown:
--- Sets whether or not the console is enabled
function Cmdr:SetEnabled(enabled)
if self.Interface == nil then
self.Interface = Interface
end
self.Enabled = enabled
end
output:
## Breakdown
The provided code defines a method named `SetEnabled` for a class called `Cmdr`. This method is r... |
Breakdown this code:
--//Created by PlaasBoer
--Version 3.2.0
--If you find a bug comment on my video for Zed's tycoon save
--Link to my channel
--[[
https://www.youtube.com/channel/UCHIypUw5-7noRfLJjczdsqw
]]
--
local tycoonsFolder = script.Parent:WaitForChild("Tycoons")
local tycoons = tycoonsFolder:GetChildren()
... |
query code to breakdown:
-- Decompiled with the Synapse X Luau decompiler.
return function(p1, p2, p3)
return p1[p3].Offset / p2.AbsoluteSize[p3] + p1[p3].Scale
end
explanation:
## Breakdown
The provided function calculates a normalized value for a UI element based on its offset and scale properties, relative to t... |
input_code:
--[[
Poppercam - Occlusion module that brings the camera closer to the subject when objects are blocking the view.
--]]
local ZoomController = require(script.Parent:WaitForChild("ZoomController"))
local TransformExtrapolator = {}
do
TransformExtrapolator.__index = TransformExtrapolator
local CF_IDENTI... |
input_code:
--[[Shutdown]]
car.DriveSeat.ChildRemoved:Connect(function(child)
if child.Name == "SeatWeld" and child:IsA("Weld") then
script.Parent:Destroy()
end
end)
result breakdown output:
## Breakdown
The provided Luau script is designed to monitor changes within the `DriveSeat` object of a `car` model in Ro... |
code instruction:
-- @specs https://design.firefox.com/photon/motion/duration-and-easing.html
local MozillaCurve = Bezier(0.07, 0.95, 0, 1)
local function Smooth(T)
return T * T * (3 - 2 * T)
end
local function Smoother(T)
return T * T * T * (T * (6 * T - 15) + 10)
end
local function RidiculousWiggle(T)
return ma... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--[=[
@param name string
@param priority number
@param fn (dt: number) -> ()
Calls `RunService:BindToRenderStep` and registers a function in the
trove that will call `RunService:UnbindFromRenderStep` on cleanup.
`... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-- Note: DotProduct check in CoordinateFrame::lookAt() prevents using values within about
-- 8.11 degrees of the +/- Y axis, that's why these limits are currently 80 degrees
local MIN_Y = math.rad(-80)
local MAX_Y = math... |
Breakdown this code:
--TheNexusAvenger
--Creates a bomb explosion. Minor modifications from the Rocket Launcher.
local Configuration = require(script.Parent:WaitForChild("Configuration"))
local FORCE_GRANULARITY = Configuration.FORCE_GRANULARITY
local BLAST_RADIUS = Configuration.BLAST_RADIUS
local BLAST_PRESSURE = C... |
Start by breaking down the code basically step by step:
--////////////////////////////// Methods
--//////////////////////////////////////
local methods = {}
methods.__index = methods
function methods:SayMessage(message, channelName, extraData)
if self.ChatService:InternalDoProcessCommands(self.Name, message, channelN... |
code:
----[[ Color Settings ]]
module.BackGroundColor = Color3.new(0, 0, 0)
module.DefaultMessageColor = Color3.new(1, 1, 1)
module.DefaultNameColor = Color3.new(1, 1, 1)
module.ChatBarBackGroundColor = Color3.new(0, 0, 0)
module.ChatBarBoxColor = Color3.new(1, 1, 1)
module.ChatBarTextColor = Color3.new(0, 0, 0)
module... |
Start by breaking down the code basically step by step:
-- goro7
local plr = game.Players.LocalPlayer
local inputService = game:GetService("UserInputService")
local guiService = game:GetService("GuiService")
function close()
-- Set not visible
plr.PlayerGui.GUIClick:Play()
game.ReplicatedStorage.Interactions.Serve... |
Breakdown this code:
-- Get the LocalPlayer and PlayerGui
local Players = game:GetService("Players")
local player = Players.LocalPlayer
local playerGui = player:WaitForChild("PlayerGui")
result breakdown output:
## Breakdown
The provided code is written in Luau, the scripting language used for creating and scripting... |
Start by breaking down the code basically step by step:
--repeat wait() until script.Parent.HumanoidRootPart
local a = 0
local x = math.cos(a)
local z = math.sin(a)
local c = script.Parent.HumanoidRootPart.Position
local count = 5
local nodes = {}
local function Spin()
for i, n in pairs(nodes) do
local b = a + i *... |
Start by breaking down the code basically step by step:
-- Starter Character Scripts
function Death()
wait(0.2)
local Tool = script.Parent:FindFirstChildWhichIsA("Tool")
if Tool then
local M = script.Contain:Clone()
M.Parent = game.Workspace
M.Disabled = false
if Tool:FindFirstChild("Handle") and script.Par... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--Receive announcements
local goalTransparency = announcement.Transparency
function createAnnouncement(message)
announcement.AnnouncementText.Text = ""
announcement.AnnouncementText.TextTransparency = 0
announcement.... |
Breakdown this code:
-- Function to handle slider button click
local function onSliderButtonClick(button)
-- Reset button colors
norm.BackgroundColor3 = Color3.fromRGB(255, 255, 255)
fast.BackgroundColor3 = Color3.fromRGB(255, 255, 255)
max.BackgroundColor3 = Color3.fromRGB(255, 255, 255)
-- Move the sliding indi... |
Start by breaking down the code basically step by step:
--[[
Creates signals via a modulized version of RbxUtility (It was deprecated so this will be released for people who would like to keep using it.
This creates RBXScriptSignals.
API:
table Signal:connect(Function f) --Will run f when the event fires.
vo... |
Start by breaking down the code basically step by step:
--// SERVICES //--
local CoreGuiService = game:GetService("CoreGui")
local PlayersService = game:GetService("Players")
local GuiService = game:GetService("GuiService")
local UserInputService = game:GetService("UserInputService")
local StarterGui = game:GetService... |
Breakdown this code:
--[[ Script Variables ]]
--
while not Players.LocalPlayer do
Players.PlayerAdded:wait()
end
local LocalPlayer = Players.LocalPlayer
local Tools = {}
local IsAToolEquipped = false
local RevertAutoJumpEnabledToFalse = false
local ThumbstickFrame = nil
local StartImage = nil
local EndImage = nil
l... |
query code to breakdown:
--[=[
Translates a line into pseudo text while maintaining params
@param line string -- The line to translate
@return string -- The translated line
]=]
function PseudoLocalize.pseudoLocalize(line)
local charMap = PseudoLocalize.PSEUDO_CHARACTER_MAP
local out = ""
local isParam = ... |
code:
-----------------
--| Functions |--
-----------------
local function OnEquipped()
local myModel = Tool.Parent
local humanoid = myModel:FindFirstChild("Humanoid")
if humanoid then -- Preload animations
ScytheEquipTrack = humanoid:LoadAnimation(ScytheEquipAnimation)
if ScytheEquipTrack then
ScytheEquipTr... |
Start by breaking down the code basically step by step:
-- Tables
local function CopyTable(T)
local t2 = {}
for k, v in pairs(T) do
t2[k] = v
end
return t2
end
local function SortTable(T)
table.sort(T, function(x, y)
return x.Name < y.Name
end)
end
code breakdown:
## Breakdown
The provided code defines t... |
Start by breaking down the code basically step by step:
--//Character//--
local Character = script.Parent
local Humanoid = Character:WaitForChild("Humanoid")
Sure, let's break it down:
## Breakdown
The provided Lua script retrieves the Humanoid component from the Character object, which is the parent of the script.... |
Breakdown this code:
--- Prepares selection for dragging, and returns the initial state of the selection.
function MoveTool:PrepareSelectionForDragging()
local InitialPartStates = {}
local InitialModelStates = {}
-- Get index of parts
local PartIndex = Support.FlipTable(Selection.Parts)
-- Stop parts from moving... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--[[[Default Controls]]
--Peripheral Deadzones
Tune.Peripherals = {
MSteerWidth = 67, -- Mouse steering control width (0 - 100% of screen width)
MSteerDZone = 10, -- Mouse steering deadzone (0 - 100%)
ControlLDZone =... |
input_code:
-- PRIVATE METHODS
function IconController:_updateSelectionGroup(clearAll)
if IconController._navigationEnabled then
guiService:RemoveSelectionGroup("TopbarPlusIcons")
end
if clearAll then
guiService.CoreGuiNavigationEnabled = IconController._originalCoreGuiNavigationEnabled
guiService.GuiNavigatio... |
input_code:
-- Variables.
local loadingScreen = script.LoadingScreen
local player = game.Players.LocalPlayer
local clonedLoadingScreen = loadingScreen:Clone()
clonedLoadingScreen.Parent = player:WaitForChild("PlayerGui")
local frame = clonedLoadingScreen.Frame
local bar = frame.LoadingBar
local inside = bar.BarInfill... |
important code input to explain step by step:
--The server will fire the ExitSeat remote to the client when the humanoid has been removed from a seat.
--This script listens to that and uses it to prevent the humanoid tripping when exiting a seat.
--As the player is removed from the seat server side, this scripts listen... |
code:
--[=[
Converts this arbitrary value into an observable that will initialize a spring
and interpolate it between values upon subscription.
```lua
local percentVisible = Blend.State(0)
local visibleSpring = Blend.Spring(percentVisible, 30)
local transparency = Blend.Computed(visibleSpring, function(percent)
... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-- RAGDOLL A R6 CHARACTER.
local function getAttachment0(attachmentName, char)
for _, child in next, char:GetChildren() do
local attachment = child:FindFirstChild(attachmentName)
if attachment t... |
important code input to explain step by step:
--// Stances
function Prone()
UpdateAmmo()
L_112_:FireServer("Prone")
L_14_:Create(L_3_:WaitForChild("Humanoid"), TweenInfo.new(0.3), {
CameraOffset = Vector3.new(0, -3, 0),
}):Play()
L_3_:WaitForChild("Humanoid").WalkSpeed = 4
if not L_24_.TacticalModeEnabled the... |
input_code:
--Input Handler
function DealWithInput(input, IsRobloxFunction)
if (UserInputService:GetFocusedTextBox() == nil) and not _InControls then --Ignore when UI Focus
--Shift Down [Manual Transmission]
if
(
input.KeyCode == _CTRL["ContlrShiftDown"]
or (_MSteer and input.KeyCode == _CTRL["MouseShif... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-- These controllers handle only walk/run movement, jumping is handled by the
-- TouchJump controller if any of these are active
local ClickToMove = require(script:WaitForChild("ClickToMoveController"... |
input_code:
---[[ Fade Out and In Settings ]]
module.ChatWindowBackgroundFadeOutTime = 0 --Chat background will fade out after this many seconds.
module.ChatWindowTextFadeOutTime = 60 --Chat text will fade out after this many seconds.
module.ChatDefaultFadeDuration = 0.8
module.ChatShouldFadeInFromNewInformation = true... |
code:
--Head
R6HeadYFinish = 0.4 --Max left and right movement of the Head
R6HeadYStart = 0.2 --Minimum left and right movement of the Head
R6HeadX = 0.5 --Side to side movement of the Head
R6HeadZ = 0.3 --Up and down movement of the Head
step by step breakdown/explanation:
## Breakdown
The provided code snippet def... |
code to explain:
--Ugh, now i have the M*A*S*H theme stuck in my head.....
if string.sub(msg, 1, 9) == "teleport/" then
danumber = nil
for i = 10, 100 do
if string.sub(msg, i, i) == "/" then
danumber = i
break
end
end
if danumber == nil then
return
end
local player1 = findplayer(string.sub(msg, 10, d... |
code to explain:
--[=[
Provides utilities for working with valuesbase objects, like IntValue or ObjectValue in Roblox.
@class ValueBaseUtils
]=]
local ValueBaseUtils = {}
function ValueBaseUtils.isValueBase(instance)
return typeof(instance) == "Instance" and instance.ClassName:sub(-#"Value") == "Value"
end
functi... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-- Disconnect all handlers. Since we use a linked list it suffices to clear the
-- reference to the head handler.
function Signal:DisconnectAll()
self._handlerListHead = false
end
Sure. Here is a s... |
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 = -1
Tune.RCamber = -1
Tune.FCaster = 0
Tune.FToe = 0
Tune.RToe = 0
<<explaining>>
Of course, here is a step b... |
code to explain:
-- initialize to idle
playAnimation("idle", 0.1, Humanoid)
pose = "Standing"
while Figure.Parent ~= nil do
local _, time = wait(0.1)
move(time)
end
code breakdown:
## Breakdown
The provided Luau script is designed to handle animations and movement for a character in a Roblox game. Here's a step-b... |
Breakdown this code:
-- << SETTINGS >>
Settings = {
-- <Prefix>
Prefix = ";", -- The character used to begin each command
-- <Owner chat colour>
OwnerChatColour = "y", --w/r/g/b/p/y OR white/red/green/blue/purple/yellow
-- <Donor Perks> **Please keep enabled to help support the development of HD Admin Co... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-- If the platform is too slow and moveDelay is too fast, then the platform might not reach the destination in time.
hideDestinationBlocks = true --[[ If you set this to true, then the destination bl... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-- Visualizes a ray. This will not run if FastCast.VisualizeCasts is false.
function DbgVisualizeSegment(castStartCFrame: CFrame, castLength: number): ConeHandleAdornment?
--if ClientSettings.Debug.Value == false then r... |
code instruction:
--[[
Builds a map that allows us to find Attachment0/Attachment1 when we have the other,
and keep track of the joint that connects them. Format is
{
["WaistRigAttachment"] = {
Joint = UpperTorso.Waist<Motor6D>,
Attachment0 = LowerTorso.WaistRigAttachment<Attachment>,
Attachment1 =... |
Breakdown this code:
--// All global vars will be wiped/replaced except script
--// All guis are autonamed codeName..gui.Name
return function(data)
local player = service.Players.LocalPlayer
local playergui = player.PlayerGui
local gui = script.Parent.Parent
local frame = gui.Frame
local text = gui.Frame.TextBox
... |
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