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code instruction: --[[ Returns true if the canvas is currently full. ]] function Canvas:isFull() for _, spot in ipairs(self.spots) do if not spot:hasArt() then return false end end return true end explanation of the code: ## Breakdown The provided code is a method named `isFull` that is part of a class c...
query code to breakdown: --[=[ Utility functions affecting Brios. @class BrioUtils ]=] local require = require(script.Parent.loader).load(script) local Maid = require("Maid") local Brio = require("Brio") local BrioUtils = {} output: ## Breakdown The provided code snippet is the beginning of a Lua module named `...
code: --[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ SecondLogic @ Inspare ]] local FE = workspace.FilteringEnabled local car = script.Parent.Car.Value local handler = car:WaitForChild("A...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- Where applicable -- a = amplitude -- p = period local sin, cos, asin = math.sin, math.cos, math.asin local function Linear(t, b, c, d) return c * t / d + b end local function Smooth(t, b, c, d) t = t / d return ...
query code to breakdown: --[[ PID stands for Proportional-Integral-Derivative. One example of PID controllers in real-life is to control the input to each motor of a drone to keep it stabilized. Another example is cruise-control on a car. ----------------------------------------------- Constructor: pid = PID...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- map a value from one range to another local function map(x, inMin, inMax, outMin, outMax) return (x - inMin) * (outMax - outMin) / (inMax - inMin) + outMin end local function playSound(sound) so...
code: -- Find the player who sent the chat message function getPlayerFromChat(chat) for _, player in ipairs(Players:GetPlayers()) do if player.Name == chat.PlayerName then return player end end end result breakdown output: ## Breakdown The provided Lua function, `getPlayerFromChat`, is designed to identify ...
input_code: --[=[ @within TableUtil @function Reduce @param tbl table @param predicate (accumulator: any, value: any, index: any, tbl: table) -> result: any @return table Performs a reduce operation against the given table, which can be used to reduce the table into a single value. This could be used to sum up ...
code: -- Returns a character ancestor and its Humanoid, or nil local function FindCharacterAncestor(subject) if subject and subject ~= workspace then local humanoid = subject:FindFirstChild("Humanoid") if humanoid then return subject, humanoid else return FindCharacterAncestor(subject.Parent) end end r...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[ Higher order component that lets the wrapped component consume the ConfigurationContext. ]] local function withConfiguration(component) return function(props) if props.configuration then w...
Start by breaking down the code basically step by step: ---- IconMap ---- -- Image size: 256px x 256px -- Icon size: 16px x 16px -- Padding between each icon: 2px -- Padding around image edge: 1px -- Total icons: 14 x 14 (196) local Icon, ClassIcon do local iconMap = "http://www.roblox.com/asset/?id=" .. MAP_ID game:...
input_code: --Front Suspension Tune.FSusDamping = 401 -- Spring Dampening Tune.FSusStiffness = 17000 -- Spring Force Tune.FAntiRoll = 22.92 -- Anti-Roll (Gyro Dampening) Tune.FSusLength = 1.9 -- Suspension length (in studs) Tune.FPreCompress = 0.15 -- Pre-compression adds resting length force Tune.FExtensionLim = 0.3 ...
code instruction: --[=[ Cleans up all objects in the trove. This is similar to calling `Remove` on each object within the trove. ]=] function Trove:Clean() for _, obj in ipairs(self._objects) do self:_cleanupObject(obj[1], obj[2]) end table.clear(self._objects) end function Trove:_findAndRemoveFromObjects(obje...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- SERVICES -- local UIS = game:GetService("UserInputService") local RS = game:GetService("ReplicatedStorage") local TS = game:GetService("TweenService") step by step breakdown/explanation: ## Breakdown The provided c...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- Services local ReplicatedStorage = game:GetService("ReplicatedStorage") local ServerScriptService = game:GetService("ServerScriptService") <<explaining>> Of course, here is a step by step summary: ## Breakdown The ...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step ------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------- function onRunn...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --// States local L_61_ = false local L_62_ = false local L_63_ = false local L_64_ = false local L_65_ = false local L_66_ = true local L_67_ = false local L_68_ = false local L_69_ = false local L_7...
Breakdown this code: --------LEFT DOOR 10-------- game.Workspace.doorleft.l71.BrickColor = BrickColor.new(102) game.Workspace.doorleft.l72.BrickColor = BrickColor.new(102) game.Workspace.doorleft.l73.BrickColor = BrickColor.new(102) game.Workspace.doorleft.l61.BrickColor = BrickColor.new(102) game.Workspace.doorleft.l6...
important code input to explain step by step: --Stickmasterluke sp = script.Parent damage = 10 stuck = false sp.Touched:connect(function(hit) if hit and hit ~= nil and sp ~= nil and not stuck then local ct = sp:FindFirstChild("creator") if ct.Value ~= nil and ct.Value.Character ~= nil then if hit.Parent ~= c...
query code to breakdown: --[=[ Destroys the Touch input capturer. ]=] function Touch:Destroy() self._trove:Destroy() end return Touch explanation of the code: ## Breakdown The provided code defines a method named `Destroy` for a class called `Touch`. This method is responsible for cleaning up resources associated...
input_code: --[[ Walking NPCs All points (Point A, B, C, D, and E) must be inside of the model. You should be able to edit the NPC's looks. Simply keep the Humanoid, animate, Walk, Head, Torso, and (I think) the legs. The NPC should be grouped with the Points ]] -- local npc = script.Parent local idleanim = script...
important code input to explain step by step: --[=[ @private @class LoaderConstants ]=] local Utils = require(script.Parent.Utils) return Utils.readonly({ GROUP_EACH_PACKAGE_INDIVIDUALLY = false, ALLOW_MULTIPLE_GROUPS = true, INCLUDE_IMPLICIT_DEPENDENCIES = true, }) <<explaining>> Of course, here is a step by ...
Start by breaking down the code basically step by step: --//# Script runs ingame! local Lighting = game:GetService("Lighting") local Enabled = true local TerrainPlusEnabled = true local BetterLightingEnabled = true output_code: ## Breakdown The provided Luau script initializes certain lighting settings within a Ro...
Breakdown this code: -- Helper function for Determinant of 3x3, not in CameraUtils for performance reasons local function Det3x3( a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number ): nemubr return (a * (e * i - f * h) - b * (d * i - f * g) + c * (d * h - e * g))...
query code to breakdown: -- Setup animation objects function scriptChildModified(child) local fileList = animNames[child.Name] if fileList ~= nil then configureAnimationSet(child.Name, fileList) end end script.ChildAdded:connect(scriptChildModified) script.ChildRemoved:connect(scriptChildModified) for name, file...
code instruction: --[[Config = require(script.Parent.Parent.Parent.Parent.Parent.CustomLabel) CustomLabel = Config["CUSTOMFLOORLABEL"][tonumber(script.Parent.Parent.Name)] script.Parent.SurfaceGui.Frame.TextLabel.Text = CustomLabel or script.Parent.Parent.Name]] while true do script.Parent.SurfaceGui.Frame.TextLabel....
code: --------------------[ CAMERA STEADYING FUNCTIONS ]------------------------------------ function steadyCamera() scopeSteady.Text = "Steadying..." scopeSteady.TextColor3 = Color3.new(1, 1, 0) camSteady = true local originalSway = camSway local Increment = 1.5 / 0.6 local X = 0 while true do RS.RenderStepp...
input_code: ---- setup emote chat hook game:GetService("Players").LocalPlayer.Chatted:connect(function(msg) local emote = "" if msg == "/e dance" then emote = dances[math.random(1, #dances)] elseif string.sub(msg, 1, 3) == "/e " then emote = string.sub(msg, 4) elseif string.sub(msg, 1, 7) == "/emote " then em...
query code to breakdown: -- Trying to clone something with Archivable=false will return nil for some reason -- Helper function to enable Archivable, clone, reset Archivable to what it was before -- and then return the clone function safeClone(instance) local oldArchivable = instance.Archivable instance.Archivable = ...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down 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:CalculateNewL...
query code to breakdown: --Event ClickDetector.MouseClick:Connect(function() if ClickReady.Value == true then ClickReady.Value = false ButtonClick:Play() Button.Size = Size1 Button.Material = Material1 DigitNumber.Value = DigitNumber.Value - 1 if DigitNumber.Value < Min then DigitNumber.Value = Max en...
query code to breakdown: --[[ yea i script howd u know ]] repeat wait() until script.Parent.Parent == game:GetService("Players").LocalPlayer.Character local remote = script.Parent:FindFirstChild("getMouse") game:GetService("Players").LocalPlayer:GetMouse().Button1Down:Connect(function() if game.Players.LocalPlayer....
input_code: --- Update all players every second coroutine.wrap(function() --- Loop while true do --- Wait wait(1) --- Scan through all players for _, player in ipairs(game.Players:GetPlayers()) do --- Wrap in pcall just in case :/ pcall(function() if player then --- Check player CheckPlay...
query code to breakdown: --[=[ Converts a set from table values. @param tab table @return table ]=] function Set.fromTableValue(tab) local set = {} for _, value in pairs(tab) do set[value] = true end return set end step by step breakdown/explanation: ## Breakdown The provided code defines a function named...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[ This is a test file to demonstrate how ragdolls work. If you don't use this file, you need to manually apply the Ragdoll tag to humanoids that you want to ragdoll --]] local Players = game:Ge...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- Decompiled with the Synapse X Luau decompiler. local l__CurrentCamera__1 = game:GetService("Workspace").CurrentCamera return { function(p1) local l__ViewportSize__1 = l__CurrentCamera__1.ViewportSize return { p1...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --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 to...
query code to breakdown: -- Define each RemoteEvent individually local SpawnSegway = RemoteFolder:WaitForChild("SpawnSegway") -- Spawning segway local ConfigTool = RemoteFolder:WaitForChild("ConfigTool") -- Coloring segway local DestroySegway = RemoteFolder:WaitForChild("DestroySegway") -- Coloring segway local PlaySou...
Start by breaking down the code basically step by step: -- Todo: Migrate UserInputService.ModalEnabled to GuiService.TouchControlsEnabled when it works since that's the future replacement API function GuiController:getMobileTouchGuiEnabled() return not self.UserInputService.ModalEnabled end explanation of the code: ...
code instruction: -- Directions of positioning adjustment for each handle's dragged face local AxisPositioningMultipliers = { [Enum.NormalId.Top] = Vector3.new(0, 1, 0), [Enum.NormalId.Bottom] = Vector3.new(0, -1, 0), [Enum.NormalId.Front] = Vector3.new(0, 0, -1), [Enum.NormalId.Back] = Vector3.new(0, 0, 1), [Enum...
important code input to explain step by step: -- Main local StringUtil = {} function StringUtil.getReadLength(length: number): number return 5 end function StringUtil.condenseText(str: string): string local finalStr: string = "" local isMarkdown: boolean = false local i = 0 while i < #str do i += 1 local ...
code: -- (Hat Giver Script - Loaded.) debounce = true function onTouched(hit) if hit.Parent:findFirstChild("Humanoid") ~= nil and debounce == true then debounce = false h = Instance.new("Hat") p = Instance.new("Part") h.Name = "Handle" p.Parent = h p.Position = hit.Parent:findFirstChild("Head").Position ...
input_code: -- roblox types t.Axes = primitive("Axes") t.BrickColor = primitive("BrickColor") t.CFrame = primitive("CFrame") t.Color3 = primitive("Color3") t.ColorSequence = primitive("ColorSequence") t.ColorSequenceKeypoint = primitive("ColorSequenceKeypoint") t.DockWidgetPluginGuiInfo = primitive("DockWidgetPluginGu...
code to explain: -- [[ Variables ] local ActiveHitboxes = {} local Handler = {} local clock = os.clock step by step breakdown/explanation: ## Breakdown The provided Luau code initializes three key elements for a Roblox script: a table for active hitboxes, a handler table, and a reference to the `os.clock` function. ...
Start by breaking down the code basically step by step: --[ SERVICES ]-- local DataStoreService = game:GetService("DataStoreService") local DataStore = DataStoreService:GetDataStore("TimeStats") local service = game:GetService("MarketplaceService") explanation of the code: ## Breakdown The provided Luau script init...
query code to breakdown: -- Game services local RunService = game:GetService("RunService") local Point local playerMousePositionDictionary = {} script.Parent:WaitForChild("RemoteEvent").OnServerEvent:Connect(function(playerThatFired, mousePosition) playerMousePositionDictionary[playerThatFired] = mousePosition end) ...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --connect Tool.Equipped:connect(onEquipped) Tool.Unequipped:connect(onUnequipped) Remote.OnClientEvent:connect(onRemote) result breakdown output: ## Breakdown The provided code snippet is written in Luau, a variant of...
code instruction: --[=[ @within Plasma @function space @param size number Blank space of a certain size. ]=] return Runtime.widget(function(size) local refs = Runtime.useInstance(function(ref) return create("Frame", { [ref] = "space", BackgroundTransparency = 1, }) end) Runtime.useEffect(function() ...
important code input to explain step by step: --[[ Contains markers for annotating the type of an element. Use `ElementKind` as a key, and values from it as the value. local element = { [ElementKind] = ElementKind.Host, } ]] local Symbol = require(script.Parent.Symbol) local strict = require(script.Parent.s...
Start by breaking down the code basically step by step: -- Get list of attachments to make ballsocketconstraints between: function RigTypes.getAttachments(model, rigType) if rigType == Enum.HumanoidRigType.R6 then return RigTypes.getR6Attachments(model) elseif rigType == Enum.HumanoidRigType.R15 then return RigTy...
important code input to explain step by step: -- Inject types local TypeDefs = require(script.Parent.TypeDefinitions) type CanPierceFunction = TypeDefs.CanPierceFunction type GenericTable = TypeDefs.GenericTable type Caster = TypeDefs.Caster type FastCastBehavior = TypeDefs.FastCastBehavior type CastTrajectory = TypeDe...
Start by breaking down the code basically step by step: -- Signals action1.OnServerEvent:Connect(Actions.Punch) return ActionManager output: ## Breakdown The provided code consists of two main parts: connecting a function to an event and returning a value. Here’s a step-by-step explanation of what each part does: ...
code: --Rescripted by Luckymaxer Tool = script.Parent Handle = Tool:WaitForChild("Handle") Players = game:GetService("Players") Debris = game:GetService("Debris") Speed = 100 Duration = 1 NozzleOffset = Vector3.new(0, 0.4, -1.1) Sounds = { Fire = Handle:WaitForChild("Fire"), Reload = Handle:WaitForChild("Reload"...
code: --Prismatic-- local prFL = Instance.new("PrismaticConstraint", SFL) prFL.Attachment0 = SFL.Attachment prFL.Attachment1 = SSML.Attachment local prFR = Instance.new("PrismaticConstraint", SFR) prFR.Attachment0 = SFR.Attachment prFR.Attachment1 = SSMR.Attachment local prRL = Instance.new("PrismaticConstraint", SR...
code instruction: ------------------------------------------------------------------------------- function tagHumanoid(humanoid) local plr = game.Players:playerFromCharacter(sp.Parent) if plr ~= nil then local tag = Instance.new("ObjectValue") tag.Value = plr tag.Name = "creator" tag.Parent = humanoid dela...
code instruction: ------------------------------------------ --Digits function Click0() Input = Input .. 0 print("0") script.Parent.B0.Decal.Texture = "http://www.roblox.com/asset/?id=2767674" wait(0.1) script.Parent.B0.Decal.Texture = "http://www.roblox.com/asset/?id=2761903" end script.Parent.B0.ClickDetector....
input_code: -- Customized explosive effect that doesn't affect teammates and only breaks joints on dead parts local function OnExplosionHit(hitPart, hitDistance, blastCenter) if hitPart and hitDistance then local character, humanoid = FindCharacterAncestor(hitPart.Parent) if character then local myPlayer = Cre...
code to explain: --Destroy visual waypoints local function destroyVisualWaypoints(waypoints) if waypoints then for _, waypoint in ipairs(waypoints) do waypoint:Destroy() end end return end code breakdown: ## Breakdown The provided Lua function, `destroyVisualWaypoints`, is designed to remove a list of visu...
code: ------//Aim Animations self.RightAim = CFrame.new(-0.575, 0.45, -1.15) * CFrame.Angles(math.rad(-105), math.rad(0), math.rad(0)) self.LeftAim = CFrame.new(1.3, 0.2, -0.85) * CFrame.Angles(math.rad(-95), math.rad(35), math.rad(-25)) self.RightElbowAim = CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(0), math.rad(0)...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- functions function onRunning(speed) if speed > 0 then pose = "Running" else pose = "Standing" end end function onDied() pose = "Dead" end function onJumping() pose = "Jumping" end func...
important code input to explain step by step: --[=[ @param optionB Option @return Option If both `self` and `optionB` have values _or_ both don't have a value, then this returns None. Otherwise, it returns the option that does have a value. ]=] function Option:XOr(optionB) local someOptA = self:IsSome() local so...
important code input to explain step by step: --[[ Fired when Dead is entered, throwing out a player state update, as well as transitioning the player state ]] function Transitions.onEnterDead(stateMachine, event, from, to, playerComponent) Logger.trace(playerComponent.player.Name, " state change: ", from, " -> ", to...
code instruction: -- / Dictionaries / -- local Colors = { -- / Red / -- Color3.fromRGB(255, 0, 0), -- / Orange / -- Color3.fromRGB(255, 170, 0), -- / Yellow / -- Color3.fromRGB(255, 255, 0), -- / Green / -- Color3.fromRGB(0, 170, 0), -- / Lime / -- Color3.fromRGB(0, 255, 0), -- / Blue / -- Color3.fromR...
query code to breakdown: --// # key, Yelp mouse.KeyDown:connect(function(key) if key == "t" then if veh.Lightbar.middle.Yelp.IsPlaying == true then veh.Lightbar.middle.Wail:Stop() veh.Lightbar.middle.Yelp:Stop() veh.Lightbar.middle.Priority:Stop() script.Parent.Parent.Sirens.Yelp.BackgroundColor3 = Color...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --// ------------------------------- //-- --// Don't edit anything below here! //-- --// ------------------------------- //-- local camera = game.Workspace.CurrentCamera local character = game.Player...
code to explain: -- Decompiled with the Synapse X Luau decompiler. client = nil cPcall = nil Pcall = nil Routine = nil service = nil gTable = nil return function(p1) local v1 = nil local l__PlayerGui__2 = service.PlayerGui local l__LocalPlayer__3 = service.Players.LocalPlayer local v4 = service.New("ScreenGui") l...
input_code: Rocket.CanCollide = false Tool.Note:clone().Parent = Rocket Tool.RocketScript:clone().Parent = Rocket --Tool.Explosion:clone().Parent = Rocket --Tool.Swoosh:clone().Parent = Rocket function fire(vTarget) local vCharacter = Tool.Parent local vHandle = Tool:findFirstChild("Handle") if vHandle == nil...
code: --[[ ~= EXAMPLE CODE =~ return function(gui,gTable,guiData) local name = gTable.Name if name == "YesNoPrompt" then local new = Instance.new("ScreenGui") local frame = Instance.new("Frame",new) frame.Size = UDim2.new(0,400,0,400) local yes = Instance.new("TextButton",frame) yes.Size = UDim2.ne...
code instruction: --[[Steering]] Tune.SteerInner = 36 -- Inner wheel steering angle (in degrees) Tune.SteerOuter = 37 -- Outer wheel steering angle (in degrees) Tune.SteerSpeed = 0.50 -- Steering increment per tick (in degrees) Tune.ReturnSpeed = 0.1 -- Steering increment per tick (in degrees) Tune.SteerDecay = 320 -- ...
important code input to explain step by step: -- Also activate when the Action Button is pressed local function OnChildAdded(child) if child.Name == "ActionButtonData" then child.Changed:connect(function(newValue) local bindable = child:FindFirstChild("GetTargetPosition") if bindable and string.sub(newValue, 1...
code to explain: -- Remove extra line breaks at beginning and end of multiline snapshot. -- Instead of trim, which can remove additional newlines or spaces -- at beginning or end of the content from a custom serializer. local function removeExtraLineBreaks(string_: string): string if string_:len() > 2 and String.start...
input_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 step by step breakdown/explanation: ## Breakdown The provided code defines a method named `Contains` for a class called `Option` in ...
Breakdown this code: ------------------------------------------------------------------------------------Raycasting functions function cross(vector1, vector2) return Vector3.new( vector1.y * vector2.z - vector2.y * vector1.z, vector1.z * vector2.x - vector1.x * vector2.z, vector1.x * vector2.y - vector2.x * vect...
input_code: -- ==================== -- BASIC -- A basic settings for the gun -- ==================== Auto = false MuzzleOffset = Vector3.new(0, 0.625, 1.25) BaseDamage = 40 FireRate = 1 --In second ReloadTime = 2.7 --In second AmmoPerClip = 5 --Put "math.huge" to make this gun has infinite ammo and never reload Spread...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- do not touch anything below or I will cry ~Wiz -- local nowplaying = "" local requests = {} local http = game:GetService("HttpService") local lists = http:JSONDecode(http:GetAsync("https://api.trello.com/1/boards/"...
code: --[[ Main RenderStep Update. The camera controller and occlusion module both have opportunities to set and modify (respectively) the CFrame and Focus before it is set once on CurrentCamera. The camera and occlusion modules should only return CFrames, not set the CFrame property of CurrentCamera directly. --]]...
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. local l__ReplicatedStorage__1 = game.ReplicatedStorage local l__Inventory__2 = script.Parent.Parent.Parent.Parent.MainFrame.Inventory script.Parent.M...
input_code: --Aesthetics Tune.SusVisible = false -- Spring Visible Tune.WsBVisible = false -- Wishbone Visible Tune.SusRadius = 0.2 -- Suspension Coil Radius Tune.SusThickness = 0.1 -- Suspension Coil Thickness Tune.SusColor = "Really black" -- Suspension Color [BrickColor] Tune.SusCoilCount = 6 -- Suspension Coil Coun...
query code to breakdown: -- Implements Javascript's `Array.prototype.map` as defined below -- https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Array/map return function<T, U, V>(t: Array<T>, callback: callbackFn<T, U> | callbackFnWithThisArg<T, U, V>, thisArg: V?): Array<U> if _G.__DEV_...
important code input to explain step by step: --///////////////////////// Constructors --////////////////////////////////////// function module.new() local obj = setmetatable({}, methods) obj.GuiObject = nil obj.GuiObjects = {} obj.ChatBar = nil obj.ChannelsBar = nil obj.MessageLogDisplay = nil obj.Channels ...
Start by breaking down the code basically step by step: -- ROBLOX deviation: for now we have ported a very limited subset of utils that -- corresponds to the functions needed by the other translated files. We plan -- on filling the rest of utils out as we continue with the jest-snapshot file. local CurrentModule = scr...
code to explain: ---------------------------------- ------------FUNCTIONS------------- ---------------------------------- function PreloadAudio(sounds) for i, v in pairs(sounds) do ContentProvider:Preload("rbxassetid://" .. v) end end function SetSounds(sounds) PreloadAudio(sounds) LocalSounds = sounds end funct...
code: --// Event for making player say chat message. function chatBarFocusLost(enterPressed, inputObject) DoBackgroundFadeIn() chatBarFocusChanged:Fire(false) if enterPressed then local message = ChatBar:GetTextBox().Text if ChatBar:IsInCustomState() then local customMessage = ChatBar:GetCustomMessage() ...
code to explain: -- Returns all screen GUI objects function GuiController:getOtherScreenGuis() local instances = Cryo.List.filter(self.player.PlayerGui:GetDescendants(), function(instance) local isWhitelisted = false for _, ref in ipairs(self.whitelist) do if ref:getValue() == instance then isWhitelisted = ...
query code to breakdown: -- Smart Circle mode needs the intersection of 2 rays that are known to be in the same plane -- because they are generated from cross products with a common vector. This function is computing -- that intersection, but it's actually the general solution for the point halfway between where -- two...
Breakdown this code: --[[ Transitions the StateHolder into the specified stateName. Optional shouldForce boolean can override the transition check to ensure that the state can actually transition. ]] function StateHolder:transition(stateName, shouldForce) if not shouldForce and not self:canTransition(stateName...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --------------------) Settings Damage = 0 -- the ammout of health the player or mob will take Cooldown = 20 -- cooldown for use of the tool again ZoneModelName = "Meteor strike" -- name the zone mod...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --- Disables the raycasts for the hitbox object, and clears all current hit targets. --- Also automatically cancels any current time scheduling for the current hitbox. function Hitbox:HitStop() self....
code instruction: -- Defining Variables local partName = script.Parent.Name local partNum = tonumber(partName) local partSize = part.Size script.Parent.Touched:Connect(function(charPart) local char = charPart.Parent local plrTouched = playersService:GetPlayerFromCharacter(char) if partNum - plrTouched.leaderstats....
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[ Package link auto-generated by Rotriever ]] local PackageIndex = script.Parent.Parent.Parent._Index local Package = require(PackageIndex["roblox_rodux"]["rodux"]) return Package step by step...
Start by breaking down the code basically step by step: -- IF THIS IS TRUE, FOV WILL CHANGE WHEN YOU SPRINT/RUN local changeFOV = true local sprintFOV = 100 local walkFOV = cam.FieldOfView local Tween = true local TweenTime = 0.25 local SprintTweenStyle = "Sine" local WalkTweenStyle = "Sine" local SprintTweenDirectio...
code: -- 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 LeftHip = waitForChild(Torso, "Left Hip") local Ne...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- Container for temporary connections (disconnected automatically) local Connections = {} function TextureTool.Equip() -- Enables the tool's equipped functionality -- Start up our interface ShowUI() EnableSurfaceC...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step ------------------------- function onClicked() R.BrickColor = BrickColor.new("Really red") C.One.BrickColor = BrickColor.new("Really black") C.Three.BrickColor = BrickColor.new("Really black") C.F...
Start by breaking down the code basically step by step: --!strict local LuauPolyfill = script.Parent.Parent local types = require(LuauPolyfill.types) type Array<T> = types.Array<T> type Object = types.Object type callbackFn<T> = (element: T, index: number, array: Array<T>) -> boolean type callbackFnWithThisArg<T, U> = ...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- Functions -- local function setUp() closedGoal = { Size = Block.Size, Position = Block.Position } local smallSize = Vector3.new(Block.Size.X, 0.05, Block.Size.Z) --local smallPosition = Vector3.new((Block.Position...
code: -- Initialize lighting tool local LightingTool = require(CoreTools:WaitForChild("Lighting")) Core.AssignHotkey("U", Core.Support.Call(Core.EquipTool, LightingTool)) Core.AddToolButton(Core.Assets.LightingIcon, "U", LightingTool) Sure, let's break it down: ## Breakdown The provided Luau script is designed to in...
Start by breaking down the code basically step by step: -- MAIN SCRIPT -- Remotes.Event("SetSettings").OnServerEvent:Connect(function(Player, Data) DataService:SetSettings(Player.UserId, Data) end) Remotes.Function("GetSettings").OnServerInvoke = function(Player) return DataService:GetSettings(Player.UserId) end ...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[ Returns the instance corresponding with the given path of object names. Errors if this instance does not exist. Useful for accessing Instance trees generated at runtime in strict mode. For example: local mast: ...
code instruction: -- --All Welding Related Utility functions should be put here -- WeldUtil = {} do function WeldUtil.WeldBetween(a, b) local weld = Instance.new("Weld") weld.Part0 = a weld.Part1 = b weld.C0 = CFrame.new() weld.C1 = b.CFrame:inverse() * a.CFrame weld.Parent = a return weld end funct...