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code to explain: -- Public Constructors function CheckboxLabelClass.new(frame) local self = setmetatable({}, CheckboxLabelClass) self._Maid = Lazy.Utilities.Maid.new() self._ChangedBind = Instance.new("BindableEvent") self.Frame = frame self.Button = frame.CheckContainer.CheckButton self.Changed = self._Change...
input_code: -- This is basically a function that finds all unanchored parts and adds them to childList. -- Note: This should only be run once for each object function checkObject(obj) if (obj ~= hole) and (obj.className == "Part" and obj.Parent ~= hole.Parent and obj ~= tele2) then if obj.Anchored == false then t...
input_code: --rayPart = Instance.new("Part") --rayPart.Name = "MG Ray" --rayPart.Transparency = .5 --rayPart.Anchored = true --rayPart.CanCollide = false --rayPart.TopSurface = Enum.SurfaceType.Smooth --rayPart.BottomSurface = Enum.SurfaceType.Smooth --rayPart.formFactor = Enum.FormFactor.Custom --rayPart.Bri...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Remeber to select the animtion object and set the id to your own! local walkAnim = script:WaitForChild("Walk") local walkAnimTrack = humanoid.Animator:LoadAnimation(walkAnim) humanoid.Running:Conn...
Breakdown this code: --[[ CastVisualiser Visuals.new(Color: Color3?, WorldRoot: WorldRoot?) Creates and returns a CastVisualiser class. --]] local Meta = { __index = CastVisualiser } function Visuals.new(Color: Color3?, WorldRoot: WorldRoot?): CastVisualiser local self: CastVisualiserPrivate = setmetatable({ ...
query code to breakdown: -- Determine the gun elevation and tilt function determineNewDirections(targetVector) local targElev = 0 local targRot = 0 local turretMain = parts.TurretRing2 -- Vector normal to the plane which is the turret ring local turretNormal = turretMain.CFrame.lookVector local angleFromNormal...
code instruction: --Required components local Players = game:GetService("Players") local DataStoreService = game:GetService("DataStoreService") local table = require(script.table) --If you're using this from GitHub, this is the table in the boilerplate folder. local RegularSave = false local RegularSaveNum = 300 local ...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[Brakes]] Tune.ABSEnabled = true -- Implements ABS Tune.ABSThreshold = 20 -- Slip speed allowed before ABS starts working (in SPS) Tune.FBrakeForce = 3000 -- Front brake force Tune.RBrakeForce = 2...
code: --Made by Luckymaxer Tool = script.Parent Handle = Tool:WaitForChild("Handle") Players = game:GetService("Players") RunService = game:GetService("RunService") Camera = game:GetService("Workspace").CurrentCamera Animations = {} LocalObjects = {} ServerControl = Tool:WaitForChild("ServerControl") ClientControl...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation ------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------- function onRunning(speed) if speed...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[ ___ _______ _ _______ / _ |____/ ___/ / ___ ____ ___ (_)__ /__ __/ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< / / /_/ |_| \___/_//_/\_,_/___/___/_/___/ /_/ Seco...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[=[ @param optionB Option @return Option If caller has a value, returns itself. Otherwise, returns `optionB`. ]=] function Option:Or(optionB) if self:IsSome() then return self else return optionB end end co...
Start by breaking down the code basically step by step: -- *** PUBLIC METHODS *** -- function Input:remove() for _, event in pairs(self._events) do event:disconnect() end self._events = {} end step by step breakdown/explanation: ## Breakdown The provided code defines a method named `remove` for a class called ...
input_code: --Pre-Toggled PBrake for i, v in pairs(car.Wheels:GetChildren()) do if math.abs(v["#AV"].maxTorque.Magnitude - PBrakeForce) < 1 then _PBrake = true end end explanation of the code: ## Breakdown The provided Lua script is designed to check the `maxTorque` magnitude of each wheel in a collection of whe...
Breakdown this code: --p:WaitForChild("detect").Weld.C0 = CFrame.new(Vector3.new(-4.09,0,0)) --p:WaitForChild("detect").Weld.C1 = CFrame.new(Vector3.new(0,0,0)) --i hate roblox welds local last = os.time() p.spotter.Touched:Connect(function(hit: Part) while #game.Workspace.CurLevel:GetChildren() == 0 do task.wait() ...
code to explain: -------- OMG HAX r = game:service("RunService") Tool = script.Parent local equalizingForce = 236 / 1.2 -- amount of force required to levitate a mass local gravity = 0.9999999999999999 -- things float at > 1 local jumpScript = require(4965769761) local ghostEffect = nil local massCon1 = nil local m...
code instruction: --[=[ Observes the current value of the ValueObject @return Observable<T> ]=] function ValueObject:Observe() return Observable.new(function(sub) if not self.Destroy then warn("[ValueObject.observeValue] - Connecting to dead ValueObject") -- No firing, we're dead sub:Complete() return ...
Start by breaking down the code basically step by step: --[[Drivetrain]] Tune.Config = "RWD" --"FWD" , "RWD" , "AWD" Tune.TorqueVector = 0 --AWD ONLY, "-1" has a 100% front bias, "0" has a 50:50 bias, and "1" has a 100% rear bias. Can be any number between that range. --Differential Settings Tune.FDiffSlipThres = 50 -...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[Weight and CG]] Tune.Weight = 1700 -- Total weight (in pounds) Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable) --[[Width]] 6, --[[Height]] 3.5, --[[...
Breakdown this code: -- Called to update all of the look-angles being tracked -- on the client, as well as our own client look-angles. -- This is called during every RunService Heartbeat. function CharacterRealism:UpdateLookAngles(delta) -- Update our own look-angles with no latency local pitch, yaw = self:ComputeLo...
Start by breaking down the code basically step by step: -- Given array of diffs, return concatenated string: -- * include common substrings -- * exclude change substrings which have opposite op -- * include change substrings which have argument op -- with inverse highlight only if there is a common substring function...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- events script.SkipTier.OnInvoke = SkipTier Players.PlayerAdded:Connect(function(player) PLAYER_DATA:WaitForChild(player.Name) UpdateLevels(player) end) explanation: ## Breakdown The provided...
input_code: -------- OMG HAX r = game:service("RunService") Tool = script.Parent local equalizingForce = 236 / 1.2 -- amount of force required to levitate a mass local gravity = 0.90 -- things float at > 1 local ghostEffect = nil local massCon1 = nil local massCon2 = nil function recursiveGetLift(node) local m = ...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- create a proxy object for a table that prevents reading -- empty keys, writing keys, and inspecting the metatable local tableLock do local function invalidRead(_, k) error(("reading nonexistent element %q from lock...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[Steering]] function Steering() --Mouse Steer if _MSteer then local msWidth = math.max(1, mouse.ViewSizeX * _Tune.Peripherals.MSteerWidth / 200) local mdZone = _Tune.Peripherals.MSteerDZone ...
Breakdown this code: --notes --rpm = 11000 / 100000 = 0.1, rpm = 1000 / 100000 = 0.01 * 4 = 0.04 Values.Values.RPM.Changed:connect(function() Throttle = Values.Values.Throttle.Value CurrentGear = Values.Values.Gear.Value CurrentRPM = Values.Values.RPM.Value if Throttle == 1 then active = true if CPSI < PSI then...
code to explain: --[[Susupension]] Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled --Front Suspension Tune.FSusDamping = 150 -- Spring Dampening Tune.FSusStiffness = 1000 -- Spring Force Tune.FSusLength = 8 -- Suspension length (in studs) Tune.FSusMaxExt = 1...
input_code: --[[ PhysicsService:GetCollisionGroupName(playerCollisionGroupName) PhysicsService:CollisionGroupSetCollidable(playerCollisionGroupName, playerCollisionGroupName, false) ]] local previousCollisionGroups = {} local function setCollisionGroup(object) if object:IsA("BasePart") or object:IsA("UnionOperation"...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --------RIGHT DOOR -------- game.Workspace.doorright.l21.BrickColor = BrickColor.new(21) game.Workspace.doorright.l22.BrickColor = BrickColor.new(1) game.Workspace.doorright.l23.BrickColor = BrickColor.new(21) game.Work...
important code input to explain step by step: --local l__Forward__37 = v34.Forward; --v2.hum:LoadAnimation(l__Animations__27:WaitForChild("IdleAnimation")):Play(0.2, 1, 0.75); --l__Forward__37:Play(0.2, 0.01, 0.75); local u1 = 0 local u2 = 15 local u3 = false local l__Parent__1 = script.Parent.Parent.Parent local l__Us...
Breakdown this code: --[[ TOP BAR DISABLER ]] -- StarterGui:SetCore("TopbarEnabled", false) StarterGui:SetCoreGuiEnabled("All", false) Sure. Here is a summary: ## Breakdown The provided script is written in Luau, the language used for scripting in Roblox games. This script specifically targets the removal of the to...
code to explain: --[[Susupension]] Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled --Front Suspension Tune.FSusDamping = 500 -- Spring Dampening Tune.FSusStiffness = 12000 -- Spring Force Tune.FAntiRoll = 50 -- Anti-Roll (Gyro Dampening) Tune.FSusLength = 2...
input_code: --[[Engine]] --Torque Curve Tune.Horsepower = 170 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 7000 -- Use sliders to manipulate values Tune.Redline = 7700 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 6500 Tun...
Start by breaking down the code basically step by step: --- Invoke a command programmatically as the local user e.g. from a settings menu -- Command should be the first argument, all arguments afterwards should be the arguments to the command. function Dispatcher:Run(...) if not Players.LocalPlayer then error("Dispa...
code instruction: --////////////////////////////// Include --////////////////////////////////////// local Chat = game:GetService("Chat") local clientChatModules = Chat:WaitForChild("ClientChatModules") local modulesFolder = script.Parent local ChatSettings = require(clientChatModules:WaitForChild("ChatSettings")) local...
Breakdown this code: --- Skill local UIS = game:GetService("UserInputService") local plr = game.Players.LocalPlayer local Mouse = plr:GetMouse() local Debounce = true Player = game.Players.LocalPlayer Animation = Instance.new("Animation") Animation.AnimationId = "rbxassetid://4934580993" UIS.InputBegan:Connect(functio...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --[[ Creates an enum dictionary with some metamethods to prevent common mistakes. ]] local function makeEnum(enumName, members) local enum = {} for _, memberName in ipairs(members) do enum[membe...
code to explain: -- If you want to know how to retexture a hat, read this: http://www.roblox.com/Forum/ShowPost.aspx?PostID=10502388 debounce = true function onTouched(hit) if hit.Parent:findFirstChild("Humanoid") ~= nil and debounce == true then debounce = false h = Instance.new("Hat") p = Instance.new("Part...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- preload our two static images here Game:GetService("ContentProvider"):Preload("http://www.roblox.com/asset/?id=58247550") Game:GetService("ContentProvider"):Preload("http://www.roblox.com/asset/?id=58247679") functio...
code: --------------------[ SPRINTING FUNCTIONS ]------------------------------------------- function canRun(midRun) return ( (Forward and not Backward) and Walking and (Stamina > 0) and Running and Selected and (midRun and true or onGround) and runReady and (S.canFireWhileRunning and true or not Firi...
code: --[[ A helper function to define a Rodux action creator with an associated name. ]] local function makeActionCreator(name, fn) assert(type(name) == "string", "Bad argument #1: Expected a string name for the action creator") assert(type(fn) == "function", "Bad argument #2: Expected a function that creates acti...
code: --//trunk local tk = Instance.new("Motor", script.Parent.Parent.Misc.TK.SS) tk.MaxVelocity = 0.02 tk.Part0 = script.Parent.TK tk.Part1 = tk.Parent fl.MaxVelocity = 0.03 fl.Part0 = script.Parent.FL fl.Part1 = fl.Parent fr.MaxVelocity = 0.03 fr.Part0 = script.Parent.FR fr.Part1 = fr.Parent rl.MaxVelocity = 0.03 ...
code instruction: --[[ Services ]] -- local PlayersService = game:GetService("Players") local VRService = game:GetService("VRService") local Util = require(script.Parent:WaitForChild("CameraUtils")) local newDefaultCameraAngleFlagExists, newDefaultCameraAngleFlagEnabled = pcall(function() return UserSettings():IsUse...
code to explain: -- ==================== -- BASIC -- A basic settings for the gun -- ==================== Auto = false MuzzleOffset = Vector3.new(0, 0.625, 1.25) BaseDamage = 15 FireRate = 0.05 --In second ReloadTime = 2 --In second AmmoPerClip = 12 --Put "math.huge" to make this gun has infinite ammo and never reload...
Start by breaking down the code basically step by step: -- Loading local CutsceneFolder = workspace.Cutscenes:WaitForChild("level1") -- The folder that contains the cutscene data (Cameras...) local Destroy = false -- Destroy folder after loading? you don't want your player to see your cameras floating around! local NoY...
code: -- PROPERTIES IconController.topbarEnabled = true IconController.controllerModeEnabled = false IconController.previousTopbarEnabled = checkTopbarEnabled() IconController.leftGap = 12 IconController.midGap = 12 IconController.rightGap = 12 IconController.leftOffset = 0 IconController.rightOffset = 0 IconController...
Breakdown this code: --[[Transmission]] Tune.TransModes = { "Auto" } --[[ [Modes] "Auto" : Automatic shifting "Semi" : Clutchless manual shifting, dual clutch transmission "Manual" : Manual shifting with clutch >Include within brackets eg: {"Semi"} or {"Auto", "Manual"} >First mode is default...
query code to breakdown: --Button Event for _, b in pairs(scroll:GetChildren()) do if b.ClassName == "TextButton" then b.MouseButton1Click:Connect(function() local result = event:InvokeServer(".", b.Tool.Value) frame.Visible = false frame.Search.Text = "" if result then player.Character.Humanoid:Uneq...
code: -- Set up the click event handlers for each button for _, button in ipairs(dock:GetChildren()) do if button:IsA("ImageButton") then button.MouseButton1Click:Connect(function() local Click = script.Click Click:Play() end) end end output_code: ## Breakdown The provided Lua code sets up click event ha...
code: --//////////////////////////////////////////////////////////////////////////////////////////// --///////////// Code to talk to topbar and maintain set/get core backwards compatibility stuff --//////////////////////////////////////////////////////////////////////////////////////////// local Util = {} do function ...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- This function converts 4 different, redundant enumeration types to one standard so the values can be compared function CameraUtils.ConvertCameraModeEnumToStandard( enumValue: Enum.TouchCameraMovementMode | Enum.Compu...
Start by breaking down the code basically step by step: ---- ---- if hit.Parent:findFirstChild("Humanoid") ~= nil then local target1 = "RightUpperLeg" local target2 = "RightUpperLeg2" if hit.Parent:findFirstChild(target2) == nil then local g = script.Parent.Parent[target2]:clone() g.Parent = hit.Parent local C...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[=[ @return Keyboard Constructs a new keyboard input capturer. ```lua local keyboard = Keyboard.new() ``` ]=] function Keyboard.new() local self = setmetatable({}, Keyboard) self._trove = Trove.new() self.Key...
code to explain: --Functions local function onTouched(hit) local Humanoid = hit.Parent:FindFirstChild("Humanoid") local player = game.Players:GetPlayerFromCharacter(hit.Parent) if Humanoid and Debounce == false then local leaderstats = player:FindFirstChild("leaderstats") Debounce = true if Debounce == true ...
query code to breakdown: --[[ SCRIPT VARIABLES ]] local CHAT_BUBBLE_FONT = Enum.Font.Fantasy local CHAT_BUBBLE_FONT_SIZE = Enum.FontSize.Size24 -- if you change CHAT_BUBBLE_FONT_SIZE_INT please change this to match local CHAT_BUBBLE_FONT_SIZE_INT = 24 -- if you change CHAT_BUBBLE_FONT_SIZE please change this to match l...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- script.Parent.OnServerEvent:Connect(function(p) local Character = p.Character local Humanoid = Character.Humanoid local RootPart = Character.HumanoidRootPart local Slash1 = RS.Effects.Part1:Clo...
code to explain: --[=[ 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:_cleanupObject(object, cleanupM...
query code to breakdown: -- Services local playersService = game:GetService("Players") local tweenService = game:GetService("TweenService") local part = script.Parent result breakdown output: ## Breakdown The provided script snippet initializes and assigns references to several key elements within the Roblox game en...
important code input to explain step by step: --[[** matches given tuple against tuple type definition @param ... The type definition for the tuples @returns A function that will return true iff the condition is passed **--]] function t.tuple(...) local checks = { ... } return function(...) local args = { ... ...
important code input to explain step by step: --- local Paint = false script.Parent.MouseButton1Click:connect(function() Paint = not Paint handler:FireServer("Maroon", Paint) end) Sure. Here is a summary: ## Breakdown The provided Lua script is designed to work within the Roblox environment, specifically for a ga...
important code input to explain step by step: -- Decompiled with the Synapse X Luau decompiler. local l__LocalPlayer__1 = game.Players.LocalPlayer local v2 = {} local l__LocalPlayer__3 = game.Players.LocalPlayer local v4 = require(game:GetService("ReplicatedStorage"):WaitForChild("ReplicaDataModule")) v2.value = 250 v...
query code to breakdown: --calls caf.Call1.Changed:Connect(function() if vaf.Moving.Value == true then else if vaf.IsOnFirstFloor.Value == true then caf.Call1.Value = false else caf.Call1.Value = false vaf.Moving.Value = true -- door2.Close:Fire() wait(sef.DoorMoveTime.Value) wait(sef.StartMo...
code instruction: ---Basic_Settings:--- local light = true -- Set to false if u dont have light added local maxv = 150 -- Max Speed In REAL KT.. Check Online for the real Aviation speed for this plane local minspeed = -30 -- min speed In real KT local Spd_keep = true -- Set to false if U dont want the function to Speed...
Breakdown this code: -- ROBLOX deviation: toBeFalsy checks for Lua falsy values, not JS falsy values local function toBeFalsy( -- ROBLOX deviation: self param in Lua needs to be explicitely defined self: MatcherState, received: any, expected: nil ) local matcherName = "toBeFalsy" local options: MatcherHintOptions...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[=[ @param object any -- Object to remove Removes the object from the Trove and cleans it up. ```lua local part = Instance.new("Part") trove:Add(part) trove:Remove(part) ``` ]=] function Trove:Remove(object: an...
query code to breakdown: --[=[ Callable to allow manual GC so things can properly clean up. This can be used to pre-emptively cleanup players. @param player Player ]=] function PlayerDataStoreManager:RemovePlayerDataStore(player) self:_removePlayerDataStore(player) end Sure, let's break it down: ## Breakdown Th...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[[Engine]] --Torque Curve Tune.Horsepower = 650 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 11000 -- Use sliders to manipulate values Tune.Redline = 1300...
query code to breakdown: --[=[ Returns whether the attribute is a valid type or not for an attribute. ```lua print(AttributeUtils.isValidAttributeType(typeof("hi"))) --> true ``` @param valueType string @return boolean ]=] function AttributeUtils.isValidAttributeType(valueType) return VALID_ATTRIBUTE_TYPES[val...
important code input to explain step by step: --- Overwrites a table's value -- @function Table.deepOverwrite -- @tparam table target Target table -- @tparam table source Table to read from -- @treturn table target local function deepOverwrite(target, source) for index, value in pairs(source) do if type(target[index...
code to explain: --// Touch Connections L_3_:WaitForChild("Humanoid").Touched:connect(function(L_261_arg1) local L_262_, L_263_ = SearchResupply(L_261_arg1) if L_262_ then L_78_ = L_23_.Ammo L_79_ = L_23_.StoredAmmo * L_23_.MagCount if L_40_:FindFirstChild("Resupply") then L_40_.Resupply:Play() end end en...
code to explain: -- Decompiled with the Synapse X Luau decompiler. return { Name = "math", Aliases = {}, Description = "Perform a math operation on 2 values.", Group = "DefaultUtil", AutoExec = { 'alias "+|Perform an addition." math + $1{number|Number} $2{number|Number}', 'alias "-|Perform a subtraction." mat...
code: --------------------[ GUI SETUP FUNCTION ]-------------------------------------------- function convertKey(Key) if Key == string.char(8) then return "BKSPCE" elseif Key == string.char(9) then return "TAB" elseif Key == string.char(13) then return "ENTER" elseif Key == string.char(17) then return "UP"...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation -- Placeholder texture can be any roblox asset link local initialTexture = "" local RowCount = 4 local ColCount = 4 local perImageSpriteCount = RowCount * ColCount local width = 256 local height = 256 local framesInTot...
Start by breaking down the code basically step by step: -- Adjust torque and springs based on gravity to keep the car drivable local function gravityAdjust() local defaultGravity = 196.2 local actualGravity = Workspace.Gravity local gravityChange = actualGravity / defaultGravity -- Speed is adjusted so that the hei...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step --//Connections event.OnClientEvent:Connect(function(jumpingPlr) if jumpingPlr == player then return end --Don't player the effect again for our own player local jumpingChar = jumpingPlr.Charact...
code to explain: --[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ SecondLogic @ Inspare ]] local FE = workspace.FilteringEnabled local car = script.Parent.Car.Value local handler = car:Wait...
important code input to explain step by step: --[[ Controller that sets different user interface views for the client. Listens to player state updates, creating and destructing views as necessary. ]] local ReplicatedStorage = game:GetService("ReplicatedStorage") local StarterGui = game:GetService("StarterGui") local ...
input_code: --config local shakeRate = 2 --how often to shake the screen in seconds. 0 is default, around 0.0166 seconds. local shakeMin = 0 --the minimum amount of shake to apply, use whole numbers only local shakeMax = 200 --the maximum amount of shake to apply, use whole numbers only runService.RenderStepped:Connec...
input_code: --Variables local currentHumanoid = nil local AnimationTracks = {} local function getLocalHumanoid() if LocalPlayer.Character then return LocalPlayer.Character:FindFirstChildOfClass("Humanoid") end end output: ## Breakdown The provided Lua code snippet is designed to work within the Roblox game eng...
code instruction: --[[ To make another trader, duplicate a trader and change the proximity prompt text in their UpperTorso ActionText: "FinalItemName" ObjectText = "ItemRequired: 0/AmountRequired" ]] events.TradeItem.OnServerEvent:Connect(function(plr, PP, final) local tool = plr.Character:FindFirstChildWhichIsA("Tool...
important code input to explain step by step: --Made by Luckymaxer Tool = script.Parent Handle = Tool:WaitForChild("Handle") CoilSound = Handle:WaitForChild("CoilSound") EqualizingForce = (236 / 1.2) -- amount of force required to levitate a mass Gravity = 0.85 -- things float at > 1 GhostEffect = nil MassCon1 = nil...
Breakdown this code: -- ScreenSpace -> WorldSpace. Taking a screen width that you want that object to be -- and a world width that is the size of that object, and returning the position to -- put that object at to satisfy those. function ScreenSpace.ScreenToWorldByWidth(x, y, screenWidth, worldWidth) local aspectRatio...
code to explain: -- ROBLOX deviation start: no Omit utility in Luau type AsymmetricMatchersOmitAnyAndAnything = { arrayContaining: (Array<unknown>) -> AsymmetricMatcher, objectContaining: (Record<string, unknown>) -> AsymmetricMatcher, stringContaining: (string) -> AsymmetricMatcher, stringMatching: (string | RegEx...
Breakdown this code: -- Loading local CutsceneFolder = workspace.Cutscenes:WaitForChild("welcome") -- The folder that contains the cutscene data (Cameras...) local Destroy = true -- Destroy folder after loading? you don't want your player to see your cameras floating around! local NoYield = false -- Generally you want ...
input_code: -- Decompiled with the Synapse X Luau decompiler. client = nil cPcall = nil Pcall = nil Routine = nil service = nil gTable = nil return function(p1) local l__Parent__1 = script.Parent.Parent local l__PlayerGui__2 = service.PlayerGui local l__Message__3 = p1.Message if p1.Time then end local v4 = { ...
Breakdown this code: -- This module creates BodyVelocities for certain actions such as pushing and knockback. return function(Strength, Duration, Parent) local Velocity = Instance.new("BodyVelocity") Velocity.Name = "Velocity" Velocity.MaxForce = Vector3.new(1, 1, 1) * math.huge Velocity.Velocity = Strength Veloc...
input_code: --[[Transmission]] Tune.TransModes = { "Auto", "Semi" } --[[ [Modes] "Auto" : Automatic shifting "Semi" : Clutchless manual shifting, dual clutch transmission "Manual" : Manual shifting with clutch >Include within brackets eg: {"Semi"} or {"Auto", "Manual"} >First mode is default ...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- Establishes level of debug output that should occur Logger.setCutoff(Logger.LOG_LEVEL.Warn) UserInput.init() UIController.init() ClientVehicleManager.init() CameraController.init() ClientPlayerSta...
query code to breakdown: -- Each note takes up exactly 8 seconds in audio. i.e C2 lasts 8 secs, C2# lasts 8 secs, C3 lasts 8 secs, C3# lasts 8 secs etc. for each audio -- These are the IDs of the piano sounds. settings.SoundSource = Piano.Keys.KeyBox settings.CameraCFrame = CFrame.new( (Box.CFrame * CFrame.new(0, 0,...
code instruction: -- This is the same as Icon.new(), except it adds additional behaviour for certain specified names designed to mimic core icons, such as 'Chat' function Icon.mimic(coreIconToMimic) local iconName = coreIconToMimic .. "Mimic" local icon = IconController.getIcon(iconName) if icon then return icon ...
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation --[=[ Instantiates a new Janitor object. @return Janitor ]=] function Janitor.new() return setmetatable({ CurrentlyCleaning = false, [IndicesReference] = nil, }, Janitor) end export type Janitor = typeof(Janitor...
code to explain: --// 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 scr = client.UI.Prepare(script.Parent.Parent) local main = scr.Main local t1 = main.T...
code instruction: --Close MainFrame function module:CloseMainFrame() TopBarButton.ImageRectOffset = Vector2.new(0, 0) mainFrame.Visible = false end module:CloseMainFrame() updateDragBar() <<explaining>> Of course, here is a step by step summary: ## Breakdown The provided code defines a function within a module to ...
query code to breakdown: --[=[ Gets the value in the children @param parent Instance @param instanceType string @param name string @param default any? @return any ]=] function ValueBaseUtils.getValue(parent, instanceType, name, default) assert(typeof(parent) == "Instance", "Bad argument 'parent'") assert(type(...
code: --[[ Fired when state is left ]] function Transitions.onLeaveWarmup(stateMachine, event, from, to, playerComponent) PlayerWarmup.leave(stateMachine, playerComponent) end output_code: ## Breakdown The provided code defines a function named `onLeaveWarmup` within a table called `Transitions`. This function is ...
begin: your output must start with ```<<explaining>>``` <<here is some code, summarize it>> break it down step by step -- functions local function ProcessReceipt(receiptInfo) local player = Players:GetPlayerByUserId(receiptInfo.PlayerId) if player then if receiptInfo.ProductId == TIER_SKIP_ID then print(player...
query code to breakdown: -- Basic settings local ROTATION_SPEED = math.pi * 4.5 local plr = game.Players.LocalPlayer local tweenService = game:GetService("TweenService") game.ReplicatedStorage.Interactions.Client.BeginKnifeThrow.OnClientEvent:connect(function(knife, rotateAxis, velocity) -- Connect end knife throw ...
important code input to explain step by step: -- Modifies an array of path parts in place by interpreting "." and ".." segments function Path:_normalizeArray(parts: Array<string>, isrelative: boolean) local skip = 0 for i = #parts, 1, -1 do local part = parts[i] if part == "." then table.remove(parts, i) els...
code instruction: -- ROBLOX TODO: Not sure how to model this, upstream: https://github.com/facebook/flow/blob/main/tests/react_instance/class.js#L10 -- ROBLOX FIXME Luau: if I make this Object, we run into normalization issues: '{| current: React_ElementRef<any>? |}' could not be converted into '(((?) -> any) | {| curr...
Breakdown this code: -- Note: Overrides base class GetIsJumping with get-and-clear behavior to do a single jump -- rather than sustained jumping. This is only to preserve the current behavior through the refactor. function DynamicThumbstick:GetIsJumping() local wasJumping = self.isJumping self.isJumping = false retu...