text stringlengths 54 19.6k |
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begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--RbxApi
local function PropertyIsHidden(propertyData)
local tags = propertyData["Tags"]
if tags then
for _, name in pairs(tags) do
if name == "Deprecated" or name == "Hidden" or name == "ReadO... |
query code to breakdown:
--[[
___ _______ _
/ _ |____/ ___/ / ___ ____ ___ (_)__
/ __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-<
/_/ |_| \___/_//_/\_,_/___/___/_/___/
SecondLogic @ Inspare
]]
local FE = workspace.FilteringEnabled
local car = script.Parent.Car.Value
local _Tune = re... |
code instruction:
--!strict
return function(system, particleRef)
warn("Particle Died, Info Follows")
warn("CFrame:", particleRef.CFrame)
warn("Color:", particleRef.Color)
warn("Children:", particleRef.Children)
end
output_code:
## Breakdown
The provided code is a Lua function designed to be used in the context ... |
code:
--[[
Creates a Symbol with the given name.
When printed or coerced to a string, the symbol will turn into the string
given as its name.
]]
function Symbol.named(name)
assert(type(name) == "string", "Symbols must be created using a string name!")
local self = newproxy(true)
local wrappedName = ("Symbol(%s... |
Start by breaking down the code basically step by step:
-- ALEX WAS HERE LOL
local u1 = nil
coroutine.wrap(function()
u1 = require(game.ReplicatedStorage:WaitForChild("Resources"))
end)()
local u2 = Random.new()
return function(...)
local v1 = { ... }
if type(v1[1][1]) == "table" then
v1 = u1.Functions.CloneTable... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--[=[
Maps the input brios to the output observables
@since 3.6.0
@param project project (Brio<T> | T) -> Brio<U> | U
@return (source: Observable<Brio<T> | T>) -> Observable<Brio<U>>
]=]
function ... |
query code to breakdown:
--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.M... |
input_code:
-- Pull maps from Maps.
for i, map in ipairs(OwnerMapInstallFolder:GetChildren()) do
InstallMap(map)
end
OwnerMapInstallFolder.ChildAdded:Connect(function(map)
wait()
InstallMap(map)
end)
step by step breakdown/explanation:
## Breakdown
The provided Luau script is designed to manage and install map ob... |
query code to breakdown:
--[[function util.Tween(part,info,goal)
local tween = game:GetService("TweenService"):Create(part,info,goal)
return tween
end]]
--
function util.Tween(tbl)
-- util.Tween( { part , { Position = Vector3.new(0,0,0) } , 2 , "Linear" , "Out" , 0 , false, 0 } )
local parent, property, ttime, eas... |
code to explain:
--[[
Called when the original table is changed.
This will firstly find any values meeting any of the following criteria:
- they were not previously present
- a dependency used during generation of this value has changed
It will recalculate those values, storing information about any dependencie... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--[[Weight and CG]]
Tune.Weight = 3450 -- Total weight (in pounds)
Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable)
--[[Width]]
0.8,
--[[Height]]
1 / 3,
... |
code:
--- Makes an Enum type.
function Util.MakeEnumType(name, values)
local findValue = Util.MakeFuzzyFinder(values)
return {
Validate = function(text)
return findValue(text, true) ~= nil, ("Value %q is not a valid %s."):format(text, name)
end,
Autocomplete = function(text)
local list = findValue(text)
... |
Start by breaking down the code basically step by step:
--[=[
@return Promise
Starts Knit. Should only be called once.
Optionally, `KnitOptions` can be passed in order to set
Knit's custom configurations.
:::caution
Be sure that all services have been created _before_
calling `Start`. Services cannot be added ... |
code instruction:
-- Event Bindings
Players.PlayerAdded:connect(OnPlayerAdded)
return FlagStandManager
result breakdown output:
## Breakdown
The provided Lua code performs two main actions within the context of a Roblox game environment:
1. **Event Binding:**
- The line `Players.PlayerAdded:connect(OnPlayerAdded... |
code to explain:
-- Want to turn off Invisicam? Be sure to call this after.
function Invisicam:Cleanup()
for hit, originalFade in pairs(SavedHits) do
hit.LocalTransparencyModifier = originalFade
end
end
Sure, let's break it down:
## Breakdown
The provided code defines a method named `Cleanup` for a class called ... |
code instruction:
--------------------------------------------------------------------------------
local function queryPoint(origin, unitDir, dist, lastPos)
debug.profilebegin("queryPoint")
local originalSize = #blacklist
dist = dist + nearPlaneZ
local target = origin + unitDir * dist
local softLimit = inf
lo... |
code instruction:
--[[
Novena Constraint Type: Motorcycle
The Bike Chassis
Avxnturador | Novena
--]]
local mouse = game.Players.LocalPlayer:GetMouse()
script.Parent.Parent:WaitForChild("Bike")
local bike = script.Parent.Parent.Bike.Value
local on = script.Parent.Parent.IsOn
local _Tune = require(bike["Tune... |
important code input to explain step by step:
-- I only made it a model for easier access.
game.Players.PlayerAdded:Connect(function(p)
p.CharacterAdded:Connect(function(c)
c.Humanoid.BreakJointsOnDeath = false
c.Humanoid.Died:Connect(function()
c.HumanoidRootPart.RotVelocity = Vector3.new(180, 360, 90) -- Hop... |
code:
----------//Gun System\\----------
local L_199_ = nil
char.ChildAdded:connect(function(Tool)
if
Tool:IsA("Tool")
and Humanoid.Health > 0
and not ToolEquip
and Tool:FindFirstChild("ACS_Settings") ~= nil
and (
require(Tool.ACS_Settings).Type == "Gun"
or require(Tool.ACS_Settings).Type == "Melee"
... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
---Steering
function Steering()
if _MSteer then
local msWidth = math.max(1, mouse.ViewSizeX * _Tune.Peripherals.MSteerWidth / 200)
local mdZone = _Tune.Peripherals.MSteerDZone / 100
local mST =... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--------END CREW--------
game.Workspace.RRProjector.Decal.Texture = game.Workspace.Screens.Main.Value
game.Workspace.Screens.ProjectionL.Value = game.Workspace.Screens.ProjectionL.Value
game.Workspace.Screens.Projectio... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-- Returns the key of the specified value, or nil if it could not be found. Unlike IndexOf, this searches every key in the table, not just ordinal indices (arrays)
-- This is inherently slower due to ... |
query code to breakdown:
--wait()
game.Players.LocalPlayer.CharacterAdded:Connect(function(char)
local hl = script.Highlight:Clone()
hl.Parent = char
end)
<<explaining>>
Of course, here is a step by step summary:
## Breakdown
The provided Luau script is designed to clone a Highlight object from the script's locati... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--[[
LOWGames Studios
Date: 27 October 2022
by Elder
]]
--
local v1 = require(game.ReplicatedStorage:WaitForChild("Framework"):WaitForChild("Library"))
while not v1.Loaded do
game:GetService("... |
input_code:
--// SS3 controls for AC6 by Itzt, originally for 2014 Infiniti QX80. i don't know how to tune ac lol
wait(0.1)
local player = game.Players.LocalPlayer
local HUB = script.Parent.HUB
local TR = script.Parent.Tracker
local limitButton = HUB.Name
local lightOn = false
local Camera = game.Workspace.CurrentCame... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--/////////// CONFIGURATIONS \\\\\\\\\\\\\\\\\
local sensitivity = 1 -- how quick/snappy the sway movements are. Don't go above 2
local swaysize = 1 -- how large/powerful the sway is. Don't go above ... |
Start by breaking down the code basically step by step:
--Audio
local soundBank = game.ReplicatedStorage.Sounds.NPC.Banto:GetChildren()
banto.Health.Changed:connect(function()
local hitSound = soundBank[math.random(1, #soundBank)]:Clone()
hitSound.Parent = banto.PrimaryPart
hitSound.PlayOnRemove = true
wait()
hitS... |
important code input to explain step by step:
--[[Weight and CG]]
Tune.Weight = 2421 -- Total weight (in pounds)
Tune.WeightBSize = { -- Size of weight brick (dimmensionws in studs ; larger = more stable)
--[[Width]]
6.5,
--[[Height]]
4.8,
--[[Length]]
17,
}
Tune.WeightDist = 51 -- Weight distribution (0 - on rea... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-- Services
local Teams = game:GetService("Teams")
local Workspace = game:GetService("Workspace")
local Debris = game:GetService("Debris")
local ContentProvider = game:GetService("ContentProvider")
local Players = game:G... |
code:
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
local prev
local parts = script.Parent:GetChildren()
for i = 1, #parts do
if
(parts[i].className == "Part")
or (parts[i].className == "Handle")
or (parts[i].className == "... |
important code input to explain step by step:
-- The pierce function can also be used for things like bouncing.
-- In reality, it's more of a function that the module uses to ask "Do I end the cast now, or do I keep going?"
-- Because of this, you can use it for logic such as ray reflection or other redirection methods... |
query code to breakdown:
--[=[
@param overridePos Vector2?
@return viewportMouseRay: Ray
Returns the viewport point ray for the mouse at the current mouse
position (or the override position if provided).
]=]
function Mouse:GetRay(overridePos)
local mousePos = overridePos or UserInputService:GetMouseLocation()
lo... |
code:
-- Management of which options appear on the Roblox User Settings screen
do
local PlayerScripts = Players.LocalPlayer:WaitForChild("PlayerScripts")
PlayerScripts:RegisterTouchCameraMovementMode(Enum.TouchCameraMovementMode.Default)
PlayerScripts:RegisterTouchCameraMovementMode(Enum.TouchCameraMovementMode.Fol... |
code:
-- The subset of a Thenable required by things thrown by Suspense.
-- This doesn't require a value to be passed to either handler.
export type Wakeable = {
andThen: (
self: Wakeable,
onFulfill: () -> ...any,
onReject: () -> ...any
-- ROBLOX FIXME Luau: needs union type packs to parse () | Wakeable
) -> ... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--Aspiration Setup
_TCount = _Tune.Turbochargers
_TPsi = _Tune.T_Boost * _Tune.Turbochargers
_SCount = _Tune.Superchargers
_SPsi = _Tune.S_Boost * _Tune.Superchargers
explanation of the code:
## B... |
Breakdown this code:
--------RIGHT DOOR --------
game.Workspace.doorright.l11.BrickColor = BrickColor.new(106)
game.Workspace.doorright.l12.BrickColor = BrickColor.new(106)
game.Workspace.doorright.l13.BrickColor = BrickColor.new(106)
game.Workspace.doorright.l41.BrickColor = BrickColor.new(106)
game.Workspace.doorrigh... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--Rescripted by Luckymaxer
Tool = script.Parent
Handle = Tool:WaitForChild("Handle")
Players = game:GetService("Players")
Debris = game:GetService("Debris")
BulletSpeed = Handle.BulletSpeed.Value
D... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--NOTE: We create the rocket once and then clone it when the player fires
local Rocket = Instance.new("Part")
do
-- Set up the rocket part
Rocket.Name = "Rocket"
Rocket.FormFactor = Enum.FormFactor... |
Start by breaking down the code basically step by step:
--[[
[Horizontal and Vertical limits for head and body tracking.]
[Setting to 0 negates tracking, setting to 1 is normal tracking, and setting to anything higher than 1 goes past real life head/body rotation capabilities.]
--]]
local HeadHorFactor = 1
local Head... |
input_code:
--// bolekinds
if game.ServerStorage.ServerData.CatBed.Value == true then
game.ServerStorage["Cat Bed"]:Clone().Parent = workspace
else
if workspace:FindFirstChild("Cat Bed") then
workspace:FindFirstChild("Cat Bed"):Destroy()
end
end
game.ServerStorage.ServerData.CatBed.Changed:Connect(function()
if... |
Start by breaking down the code basically step by step:
--[[ Module Functions ]]
--
Chassis = {}
Chassis.root = PackagedVehicle:FindFirstChild("Chassis") --the root of the Chassis model
Chassis.driverSeat = Chassis.root:FindFirstChildOfClass("VehicleSeat")
Chassis.passengerSeats = {
Chassis.root:FindFirstChild("SeatF... |
Start by breaking down the code basically step by step:
--[[Drivetrain Initialize]]
local Drive = {}
--Power Front Wheels
if _Tune.Config == "FWD" or _Tune.Config == "AWD" then
for i, v in pairs(car.Wheels:GetChildren()) do
if v.Name == "FL" or v.Name == "FR" or v.Name == "F" then
table.insert(Drive, v)
end
... |
Start by breaking down the code basically step by step:
-- Define a function to handle button clicks and ban the player
function onBanButtonClicked()
local playerId = tonumber(idTextBox.Text)
if playerId then
local success, result = pcall(function()
return banPlayerRemote:A(playerId)
end)
if success and resu... |
code:
--// Extras
WalkAnimEnabled = true -- Set to false to disable walking animation, true to enable
SwayEnabled = true -- Set to false to disable sway, true to enable
TacticalModeEnabled = true
output_code:
## Breakdown
The provided code defines a set of configuration variables intended to control various aspects ... |
query code to breakdown:
--Rescripted by Luckymaxer
Tool = script.Parent
Handle = Tool:WaitForChild("Handle")
Mesh = Handle:WaitForChild("Mesh")
Players = game:GetService("Players")
Debris = game:GetService("Debris")
RunService = game:GetService("RunService")
BaseUrl = "http://www.roblox.com/asset/?id="
Grips = {
... |
code:
--[[
Detects if an enemy is close by and if the agent can see the enemy.
This will return the currently selected target if one is present
]]
function AngleBetweenVectors(a, b)
return math.acos(a:Dot(b) / (a.Magnitude * b.Magnitude))
end
return function(self)
--local Target = self.Target
local ClosestCh... |
Start by breaking down the code basically step by step:
--///////////////// Internal-Use Methods
--//////////////////////////////////////
function methods:InternalDestroy()
for i, channel in pairs(self.Channels) do
channel:InternalRemoveSpeaker(self)
end
self.eDestroyed:Fire()
self.EventFolder = nil
self.eDest... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--move current data down
script.Parent.Parent.AgeBoxtwo.Text = script.Parent.Parent.AgeBox.Text
script.Parent.Parent.NameBoxtwo.Text = script.Parent.Parent.NameBox.Text
script.Parent.Parent.UserIDBoxtwo.Text = script.Par... |
code:
-------- OMG HAX
r = game:service("RunService")
local damage = 18
local slash_damage = 18
sword = script.Parent.Handle
Tool = script.Parent
local SlashSound = Instance.new("Sound")
SlashSound.SoundId = "rbxasset://sounds\\swordslash.wav"
SlashSound.Parent = sword
SlashSound.Volume = 1
local UnsheathSound = ... |
query code to breakdown:
-- 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.Us... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--[[**
<description>
Gets the result from the data store. Will yield the first time it is called.
</description>
<parameter name = "defaultValue">
The default result if there is no result in the... |
Start by breaking down the code basically step by step:
--For Omega Rainbow Katana thumbnail to display a lot of particles.
for i, v in pairs(Handle:GetChildren()) do
if v:IsA("ParticleEmitter") then
v.Rate = 20
end
end
Tool.Grip = Grips.Up
Tool.Enabled = true
function IsTeamMate(Player1, Player2)
return (
Pla... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-----------------
--| Variables |--
-----------------
local PlayersService = Game:GetService("Players")
local Tool = script.Parent
local ToolHandle = Tool.Handle
local ReloadSound = WaitForChild(ToolHandle, "ReloadSou... |
input_code:
--[[**
ensures value is a number and non-NaN
@param value The value to check against
@returns True iff the condition is satisfied, false otherwise
**--]]
function t.number(value)
local valueType = typeof(value)
if valueType == "number" then
if value == value then
return true
else
return fal... |
input_code:
--or script.Parent.RPMManagement.Disabled == false
while wait() do
speed = carSeat.Velocity.Magnitude
if carSeat.Throttle ~= 1 and juice == false then
juice = true
for i = 0.3, 0, -0.02 do
wait()
script.Parent.Value.Value = i
end --script.Parent.Value.Value = 0
elseif carSeat.Throttle == 1 an... |
code:
--==================================================
--Setting
--==================================================
local Ammo = math.huge --Amount of Ammo to give. Set it to "math.huge" to refill the gun's ammo.
local GunToRefillAmmo = {
"Pistol",
--Add more gun here if you want
}
code breakdown:
## Breakdow... |
Start by breaking down the code basically step by step:
--Simple function to make the door appear and disappear
local clickDetector = script.Parent.ClickDetector
function onMouseClick()
if script.Parent.CanCollide == false then
print("Close door")
local C = script.Parent.Parent:GetChildren()
for i = 1, #C do
... |
input_code:
--SETTINGS:
--[
defaultWalkSpeed = 16 --The speed the player walks when not running
runSpeed = 24 --The speed the player walks when running
stamina = 100 --The current stamina of the player (this variable can be used to check the stamina level of the player)
maxStamina = 100 --The maximum ammount of stamina... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-- update leaderboard
spawn(function()
while wait(LEADERBOARD_UPDATE * 60) do
UpdateBoard()
end
end)
step by step breakdown/explanation:
## Breakdown
The provided Lua code snippet is designed t... |
code to explain:
--------------| SYSTEM SETTINGS |--------------
Prefix = ";" -- The character you use before every command (e.g. ';jump me').
SplitKey = " " -- The character inbetween command arguments (e.g. setting it to '/' would change ';jump me' to ';jump/me').
BatchKey = "" -- The character inbetween batch comman... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--spawn(function()
while true do
game:GetService("RunService").Stepped:wait()
for i, part in pairs(car:GetChildren()) do
if part.Name == "Thruster" then
UpdateThruster(part)
end
end
if car.DriveSeat.Occupant t... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--the Create function need to be created as a functor, not a function, in order to support the Create.E syntax, so it
--will be created in several steps rather than as a single function declaration.
local function Create... |
input_code:
--[[
Returns the cached character appearance of specified userId, or nil if it does not exist
]]
function CharacterAppearanceCache.getCharacterAppearance(userId)
if appearanceCache[tostring(userId)] then
return appearanceCache[tostring(userId)]
else
Logger.warn("Tried to get character model for ", us... |
code to explain:
--// Event Connections
L_112_.OnClientEvent:connect(function(L_325_arg1, L_326_arg2)
if L_325_arg1 ~= L_2_ then
local L_327_ = L_325_arg1.Character
local L_328_ = L_327_.AnimBase.AnimBaseW
local L_329_ = L_328_.C1
if L_326_arg2 then
L_127_(L_328_, nil, L_327_.Head.CFrame, function(L_330_arg... |
Breakdown this code:
--// All global vars will be wiped/replaced except script
--// All guis are autonamed client.Variables.CodeName..gui.Name
return function(data)
local color = data.Color
local playergui = service.PlayerGui
local localplayer = service.Players.LocalPlayer
local mouse = localplayer:GetMouse()
loc... |
input_code:
------------------------------|分割线|------------------------------
function BezierCurve.LinearBezierCurves(Frame, FPS, Target, Position1, Position2)
if typeof(Position1) ~= "Vector3" then
Position1 = Position1.Position
end
if typeof(Position2) ~= "Vector3" then
Position2 = Position2.Position
... |
query code to breakdown:
--[[
Singleton manager that controls the systems on the ship.
]]
local ServerStorage = game:GetService("ServerStorage")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local CollectionService = game:GetService("CollectionService")
local TableUtils = require(ReplicatedStorage.D... |
Breakdown this code:
--Offset For Each New Ray For The Bullet's Trajectory
local offset = (
parts.Parent.Gun.Muzzle.CFrame * CFrame.new(math.random(-2, 2) / 3, 100, math.random(-2, 2) / 3).p
- parts.Parent.Gun.Muzzle.Position
).unit * script.Parent.Stats.GunVelocity.Value
local point1 = parts.Parent.Gun.Muzzle.Positi... |
query code to breakdown:
------------------------------------------------------------------------
-- parse a local function statement
-- * used in statements()
------------------------------------------------------------------------
function luaY:localfunc(ls)
local v, b = {}, {} -- expdesc
local fs = ls.fs
self:new... |
code:
-- note: JS version can return anything that's truthy, but that won't work for us since Lua deviates (0 is truthy)
type callbackFn<T> = (element: T, index: number, array: Array<T>) -> boolean
type callbackFnWithThisArg<T, U> = (thisArg: U, element: T, index: number, array: Array<T>) -> boolean
type Object = { [st... |
Breakdown this code:
--You can change the values below to suit your needs
local max_mode = 13 --The maximum amount of modes forwards. Set to 0 to disable forwards motion.
local min_mode = -14 --The minimum amount of modes backwards. Set to 0 to disable backwards motion.
local increment_speed = 0.2 --The amount in wh... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--Night12207
wait(1)
local character = script.Parent
character.HumanoidRootPart.Touched:Connect(function(hit)
if hit:IsA("BasePart") and hit.Locked == false then
hit.CanCollide = false
wait(5)
... |
code instruction:
---------------------------------------------------------------
function onChildAdded(child)
if child.Name == "SeatWeld" then
local human = child.part1.Parent:findFirstChild("Humanoid")
if human ~= nil then
print("Human IN")
seat.SirenControl.Control.CarName.Value = human.Parent.Name .. "s ... |
input_code:
-- emote bindable hook
script:WaitForChild("PlayEmote").OnInvoke = function(emote)
-- Only play emotes when idling
if pose ~= "Standing" then
return
end
if emoteNames[emote] ~= nil then
-- Default emotes
playAnimation(emote, EMOTE_TRANSITION_TIME, Humanoid)
if userPlayEmoteByIdAnimTrackReturn ... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
----------------------------------------------
local PlayerStatManager = require(script.Parent:WaitForChild("PlayerStatManager"))
local serverStorage = game:GetService("ServerStorage")
local replicatedStorage = game:Ge... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--[[**
This function allows the developer to schedule the removal of the object without yielding any code. It is the suggested alternative to Debris:AddItem, as this doesn't use the legacy scheduler and also supports ta... |
Breakdown this code:
--[[
Calls a callback on `finally` with specific arguments.
]]
function Promise.prototype:finallyCall(callback, ...)
assert(type(callback) == "function", string.format(ERROR_NON_FUNCTION, "Promise:finallyCall"))
local length, values = pack(...)
return self:_finally(debug.traceback(nil, 2), func... |
code instruction:
-- Detect when prompt hold begins
local function onPromptHoldBegan(promptObject, player)
ObjectActions.promptHoldBeganActions(promptObject, player)
end
<<explaining>>
Of course, here is a step by step summary:
## Breakdown
The provided Luau code defines a function named `onPromptHoldBegan` that is... |
code instruction:
-- Initialize
function PointsService:KnitInit()
local rng = Random.new()
-- Give player random amount of points:
self.Client.GiveMePoints:Connect(function(player)
local points = rng:NextInteger(0, 10)
self:AddPoints(player, points)
print("Gave " .. player.Name .. " " .. points .. " points")
... |
code to explain:
-------------------Speed Controls ( Up/down/Forward/Backward)-------------------
if (key == "d") and (faster == false) and (slower == false) and (Spd_keep == true) and (on == true) then
local val = plane.Engine:findFirstChild("Speed")
faster = true
while faster do
if (val.Value < minspeed) or (val... |
Start by breaking down the code basically step by step:
-- Initialize anchor tool
local AnchorTool = require(CoreTools:WaitForChild("Anchor"))
Core.AssignHotkey("M", Core.Support.Call(Core.EquipTool, AnchorTool))
Core.AddToolButton(Core.Assets.AnchorIcon, "M", AnchorTool)
explanation of the code:
## Breakdown
The pr... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--[[Wheel Alignment]]
--[Don't physically apply alignment to wheels]
--[Values are in degrees]
Tune.FCamber = -2
Tune.RCamber = -2
Tune.FCaster = 0
Tune.RCaster = 0 --Will only work with 4WS enabled (... |
Start by breaking down the code basically step by step:
-- Provides a nice syntax for creating Roblox instances.
-- Example:
-- local newPart = Utility.Create("Part") {
-- Parent = workspace,
-- Anchored = true,
--
-- --Create a SpecialMesh as a child of this part too
-- Utility.Create("SpecialMesh") {
-- MeshId ... |
important code input to explain step by step:
--!strict
local None = require(script.Parent.None)
local LuauPolyfill = script.Parent.Parent
local types = require(LuauPolyfill.types)
type Object = types.Object
Sure. Here is a summary:
## Breakdown
The provided Luau script performs several key actions to import and def... |
query code to breakdown:
-----------------------------------------------------------------------------------------------
local player = game.Players.LocalPlayer
local mouse = player:GetMouse()
local bike = script.Parent.Parent.Bike.Value
local _Tune = require(bike["Tuner"])
local gauges = script.Parent
local values ... |
Start by breaking down the code basically step by step:
--[[
Package link auto-generated by Rotriever
]]
local PackageIndex = script.Parent._Index
local Package = require(PackageIndex["ExperienceComponents"]["ExperienceComponents"])
export type MultiSelectFormOption = Package.MultiSelectFormOption
return Package
... |
Breakdown this code:
--[=[
@param value any
@return boolean
Returns `true` if this option contains `value`.
]=]
function Option:Contains(value)
return self:IsSome() and self._v == value
end
result breakdown output:
## Breakdown
The provided code defines a method named `Contains` for a class called `Option` in Lu... |
Start by breaking down the code basically step by step:
-- plr is 'player'
-- item is the 'tool' or 'key' clicked on
function module.Clicked(plr, item)
-- 1. Check is player exists (not nil) and player is not Piggy
if plr then
if plr.Character and not plr:FindFirstChild("Piggy") then
-- 2. Get the position of th... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-- constants
local CAMERA = Workspace.CurrentCamera
local PLAYER = Players.LocalPlayer
local PLAYER_GUI = PLAYER:WaitForChild("PlayerGui")
code breakdown:
## Breakdown
The provided Luau code defines and assigns value... |
code to explain:
-- Load and configure the animations
local attackAnimation = maid.humanoid:LoadAnimation(maid.instance.Animations.AttackAnimation)
attackAnimation.Looped = false
attackAnimation.Priority = Enum.AnimationPriority.Action
maid.attackAnimation = attackAnimation
local deathAnimation = maid.humanoid:LoadAni... |
input_code:
-- TODO: Remove when we figure out ContextActionService without sinking keys
local function onShiftInputBegan(inputObject, isProcessed)
if isProcessed then
return
end
if
inputObject.UserInputType == Enum.UserInputType.Keyboard
and (inputObject.KeyCode == Enum.KeyCode.LeftShift or inputObject.KeyCod... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--[[
DataStore2: A wrapper for data stores that caches, saves player's data, and uses berezaa's method of saving data.
Use require(1936396537) to have an updated version of DataStore2.
DataStore2(dataStoreName, playe... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-- Initialize tool subsystems
MoveTool.HandleDragging = require(script:WaitForChild("HandleDragging")).new(MoveTool)
MoveTool.FreeDragging = require(script:WaitForChild("FreeDragging")).new(MoveTool)
MoveTool.UIControlle... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--wait(120)
local all, last = {}
local isSusp = false
local isWheel = false
function scan(p)
for _, v in pairs(p:GetChildren()) do
if p.Name == "Suspension" then
isSusp = true
end
if p.Paren... |
important code input to explain step by step:
-- Make the object appear when the ProximityPrompt is used
local function onPromptTriggered()
if object then
object.Parent = game.ServerStorage
game.StarterGui.ScreenGui.TextLabel.Visible = true
wait(1)
game.StarterGui.ScreenGui.TextLabel.Visible = false
end
end
... |
code:
-- Remove with FFlagPlayerScriptsBindAtPriority
function MouseLockController:OnInputBegan(input, processed)
if processed then
return
end
if input.UserInputType == Enum.UserInputType.Keyboard then
for _, keyCode in pairs(self.boundKeys) do
if keyCode == input.KeyCode then
self:OnMouseLockToggled()
... |
Breakdown this code:
-- Local Functions
local function CreateRocket()
local rocketCopy = RocketTemplate:Clone()
rocketCopy.PrimaryPart.CFrame = CFrame.new(Configurations.StoragePosition.Value)
rocketCopy.Parent = Storage
rocketCopy.PrimaryPart:SetNetworkOwner(Owner)
if Owner then
rocketCopy.PrimaryPart.BrickColo... |
important code input to explain step by step:
-- May return NaN or inf or -inf
-- This is a way of finding the angle between the two vectors:
local function findAngleBetweenXZVectors(vec2, vec1)
return math.atan2(vec1.X * vec2.Z - vec1.Z * vec2.X, vec1.X * vec2.X + vec1.Z * vec2.Z)
end
local function CreateAttachCame... |
important code input to explain step by step:
-- * Indicates whether the local player is in range of the `target` object
--
-- Arguments: None
-- Return: Boolean whether player is in range
-- *
local function inRange()
local distance = player:DistanceFromCharacter(target.Position)
return distance > 0 and distance... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-- Define your character and the desired walkspeed
local character = script.Parent
local desiredWalkspeed = 50 -- Change this value to your desired walkspeed
local defaultWalkspeed = 16 -- Change this... |
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