text stringlengths 54 19.6k |
|---|
Start by breaking down the code basically step by step:
--- Skill
local UIS = game:GetService("UserInputService")
local plr = game.Players.LocalPlayer
local Mouse = plr:GetMouse()
local Debounce = true
Player = game.Players.LocalPlayer
local Track1: Animation = script:WaitForChild("Anim01")
Track1 = Player.Character:Wa... |
query code to breakdown:
-- connect up
function stopLoopedSounds()
sRunning:Stop()
sClimbing:Stop()
sSwimming:Stop()
end
if hasPlayer == nil then
Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Swimming:connect(onSwimming)
Humanoid.Climbing:connect(onClimbing)
Humanoid.Jumping:conne... |
important code input to explain step by step:
--[[
{Madwork}
-[RateLimiter]---------------------------------------
Prevents RemoteEvent spamming; Player references are automatically removed as they leave
Members:
RateLimiter.Default [RateLimiter]
Functions:
RateLimiter.NewRateLimiter(rate) --> [RateLi... |
code:
--[=[
@param observer (any) -> nil
@return Connection
Observes the value of the property. The observer will
be called right when the value is first ready, and
every time the value changes. This is safe to call
immediately (i.e. no need to use `IsReady` or `OnReady`
before using this method).
Observing is... |
Start by breaking down the code basically step by step:
-- Code for handling controls of various data types --
local Controls = {}
Controls["default"] = function(object, propertyData, readOnly)
local propertyName = propertyData["Name"]
local propertyType = propertyData["ValueType"]
local box = CreateTextBox(readO... |
code:
-- Looking for how exactly to set up your background music? Open the Readme/Instructions script!
local settings = {}
settings.UseGlobalBackgroundMusic = true -- If you want to play Global Background Music for everyone in your game, set this to true.
settings.UseMusicZones = true -- If you are using the Backgro... |
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 l__PlayerGui__1 = service.Players.LocalPlayer.PlayerGui
local l__Parent__2 = script.Parent.Parent
local l__Frame__3 = l__Parent__2.Frame
local ... |
code:
-- Color shortcuts: you can use these strings instead of defining exact color values
richText.ColorShortcuts = {}
richText.ColorShortcuts.White = Color3.new(1, 1, 1)
richText.ColorShortcuts.Black = Color3.new(0, 0, 0)
richText.ColorShortcuts.Red = Color3.new(1, 0.4, 0.4)
richText.ColorShortcuts.Green = Color3.new... |
Start by breaking down the code basically step by step:
--Stoppie tune
local StoppieD = 15
local StoppieTq = 65
local StoppieP = 10
local StoppieMultiplier = 1
local StoppieDivider = 2
local clock = 0.0667 --How fast your wheelie script refreshes
code breakdown:
## Breakdown
The provided code defines a set of const... |
code:
--adjustspeed
function module.adjustSpeed(anim, hum, speed)
local animation = hum.Animator:LoadAnimation(animFold[anim])
animation:Play()
animation:AdjustSpeed(speed)
end
Sure, let's break it down:
## Breakdown
The provided code defines a function named `adjustSpeed` which is intended to load, play, and adj... |
important code input to explain step by step:
--Itochu Code Panel Script
Codes = { 1234, 1337, 9001 } --Your code(Support multiple codes)
Input = ""
InputDisabled = false
Code = true
Panel = script.Parent
if Code then
Panel.Code.Material = "Neon"
end
function DoInput(Data)
if InputDisabled or not Code then
retu... |
important code input to explain step by step:
--[[
Calculates test totals, verifies the tree is valid, and returns results.
]]
function TestSession:finalize()
if #self.nodeStack ~= 0 then
error("Cannot finalize TestResults with nodes still on the stack!", 2)
end
self:calculateTotals()
self:gatherErrors()
retu... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--[[
Server Module
--]]
local Settings = { --, not ; ? | server module!!
BulletHoleTexture = "http://www.roblox.com/asset/?id=64291961",
Damage = { 40, 60 },
OneHanded = false, --DONT USE YET
FakeArms = true,
Fake... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-- Customization
AntiTK = false -- Set to false to allow TK and damaging of NPC, true for no TK. (To damage NPC, this needs to be false)
MouseSense = 0.5
CanAim = true -- Allows player to aim
CanBol... |
code to explain:
--Categorises a model based on the location of the start and end points of the path in the model
function RoomPackager:CategoriseModel(pathModel)
if pathModel:FindFirstChild("EndParts") then
return game.ReplicatedStorage.PathModules.Branch
elseif pathModel.ObjectPrimaryPart.PathName.Value == "Start... |
query code to breakdown:
--Hinge Creation--
local wheelFL = Instance.new("HingeConstraint", FL)
wheelFL.Attachment0 = FL.Attachment
wheelFL.Attachment1 = xSSL.Attachment
wheelFL.ActuatorType = "Motor"
wheelFL.MotorMaxTorque = 200000
local wheelFR = Instance.new("HingeConstraint", FR)
wheelFR.Attachment0 = FR.Attachme... |
code to explain:
--(FL.RotVelocity.Magnitude+FR.RotVelocity.Magnitude+RL.RotVelocity.Magnitude+RR.RotVelocity.Magnitude+(speed/1.33034))/5
while wait() do
speed = carSeat.Velocity.Magnitude
power = 0
average = 10 * (1 - (carSeat.Storage.BrakeBias.Value / 100))
track = carSeat.Velocity.Unit * carSeat.CFrame.lookVec... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--[[Engine]]
local fFD = _Tune.FinalDrive * _Tune.FDMult
local fFDr = fFD * 30 / math.pi
local cGrav = workspace.Gravity * _Tune.InclineComp / 32.2
local wDRatio = wDia * math.pi / 60
local cfWRot = CFrame.Angles(math.p... |
query code to breakdown:
------------------------------------------------------------------
local Player = game.Players.LocalPlayer
local Character = Player.Character
local Plane = Character.Plane
local AutoCrash = Plane.AutoCrash
local Crashed = Plane.Crashed
local Weapons = Plane.Weapons
local MainParts = Plane.MainP... |
query code to breakdown:
-- Initialize collision tool
local CollisionTool = require(CoreTools:WaitForChild("Collision"))
Core.AssignHotkey("K", Core.Support.Call(Core.EquipTool, CollisionTool))
Core.Dock.AddToolButton(Core.Assets.CollisionIcon, "K", CollisionTool, "CollisionInfo")
explanation of the code:
## Breakdow... |
code:
-- @specs https://developer.microsoft.com/en-us/fabric#/styles/web/motion#basic-animations
local FabricStandard = Bezier(0.8, 0, 0.2, 1) -- used for moving.
local FabricAccelerate = Bezier(0.9, 0.1, 1, 0.2) -- used for exiting.
local FabricDecelerate = Bezier(0.1, 0.9, 0.2, 1) -- used for entering.
<<explaining... |
important code input to explain step by step:
--[[**
ensures value is an array and all values of the array match check
@param check The check to compare all values with
@returns A function that will return true iff the condition is passed
**--]]
function t.array(check)
assert(t.callback(check))
local valuesC... |
important code input to explain step by step:
-- string stm_lstring(Stream S)
-- @S - Stream object to read from
local function stm_lstring(S)
local len = S:s_szt()
local str
if len ~= 0 then
str = string.sub(stm_string(S, len), 1, -2)
end
return str
end
step by step breakdown/explanation:
## Breakdown
The ... |
code:
--[[ _______
___ _______ _ [________)
/ _ |____/ ___/ / ___ ____ ___ (_)__ __ / /
/ __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /__/ / /
/_/ |_| \___/_//_/\_,_/___/___/_/___/ /__/
SecondLogic @ Inspare... |
important code input to explain step by step:
--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.Repli... |
code instruction:
--[=[
@class TaskQueue
A queue that flushes all objects at the end of the current
execution step. This works by scheduling all tasks with
`task.defer`.
A possible use-case is to batch all requests being sent through
a RemoteEvent to help prevent calling it too many times on
the same frame.
`... |
code to explain:
--edit the below function to execute code when this response is chosen OR this prompt is shown
--player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data
return function(player, dialogueFolder)
local plrData = require(game.ReplicatedStorage.Source.Mo... |
Breakdown this code:
--// Handling Settings
Firerate = 60 / 350 -- 60 = 1 Minute, 350 = Rounds per that 60 seconds. DO NOT TOUCH THE 60!
FireMode = 1 -- 1 = Semi, 2 = Auto, 3 = Burst, 4 = Bolt Action, 5 = Shot, 6 = Explosive
Sure. Here is a summary:
## Breakdown
This code defines a configuration for a weapon system... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--[[
How it'll work
client sends "Place" req
server gets "Place" req
server checks spot to place, overlapping note, ratelimiting of notes, etc
if success then
server sends back "Good" to client
else
server sends back... |
Start by breaking down the code basically step by step:
-----------------
--| Constants |--
-----------------
local SHOT_SPEED = 100
local SHOT_TIME = 1
local NOZZLE_OFFSET = Vector3.new(0, 0.4, -1.1)
local DEBOUNCE_TAG_NAME = "Busy"
local GLib = require(206209239)
output_code:
## Breakdown
The code snippet prov... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-- Container for temporary connections (disconnected automatically)
local Connections = {}
function NewPartTool.Equip()
-- Enables the tool's equipped functionality
-- Start up our interface
Show... |
important code input to explain step by step:
--- Same as indexing, but uses an incremented number as a key.
-- @param task An item to clean
-- @treturn number taskId
function Maid:GiveTask(task)
assert(task, "Task cannot be false or nil")
local taskId = (#self._tasks + 1)
self[taskId] = task
if type(task) == "ta... |
Breakdown this code:
-- Number
local function Round(number, decimalPlaces)
return tonumber(string.format("%." .. (decimalPlaces or 0) .. "f", number))
end
explanation:
## Breakdown
The provided Luau code defines a function named `Round` that rounds a given number to a specified number of decimal places. If the num... |
code:
---
local Paint = false
script.Parent.MouseButton1Click:connect(function()
Paint = not Paint
handler:FireServer("Black", Paint)
end)
Sure, let's break it down:
## Breakdown
The provided Luau script is designed to toggle a variable named `Paint` between `true` and `false` whenever the left mouse button (`Mou... |
query code to breakdown:
--local UserInput = game:GetService("UserInputService")
local AvatarEditor = ReplicatedStorage.AvatarEditor
local remoteEvent = AvatarEditor.RemoteEvent
local Maid = require(AvatarEditor.Shared.Util.Maid)
local TableUtil = require(AvatarEditor.Shared.Util.TableUtil)
local Spring = require(Avat... |
code:
--Move this script to Workspace.
function onPlayerEntered(player)
player.Chatted:connect(function(msg)
if msg == "!rejoin" then
game:GetService("TeleportService"):Teleport(game.PlaceId, player)
if player.Character ~= nil then
player.Character:remove()
end
end
end)
end
game.Players.PlayerAdded... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--- Event handler for text box focus lost
function Window:LoseFocus(submit)
local text = Entry.TextBox.Text
self:ClearHistoryState()
if Gui.Visible and not GuiService.MenuIsOpen then
-- self:SetEntryText("")
Ent... |
code to explain:
--[[ Public API ]]
--
function MasterControl:Init()
local renderStepFunc = function()
if LocalPlayer and LocalPlayer.Character then
local humanoid = getHumanoid()
if not humanoid then
return
end
if humanoid and not humanoid.PlatformStand and isJumping then
humanoid.Jump = isJump... |
code to explain:
--[[
Returns the enums.PrimaryButtonModes that is reflective of the ownership and
equip status from the specified `assetId` and `assetType` of a MerchBooth
accessory.
Default mode is Purchase. Ownership is checked through
MarketplaceService:PlayerOwnsAsset; if the accessory is owned, then equip
... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-- Returns a part to the cache.
function PartCacheStatic:ReturnPart(part: BasePart)
assert(getmetatable(self) == PartCacheStatic, ERR_NOT_INSTANCE:format("ReturnPart", "PartCache.new"))
local index... |
important code input to explain step by step:
-- Initialize material tool
local MaterialTool = require(CoreTools:WaitForChild("Material"))
Core.AssignHotkey("N", Core.Support.Call(Core.EquipTool, MaterialTool))
Core.AddToolButton(Core.Assets.MaterialIcon, "N", MaterialTool)
<<explaining>>
Of course, here is a step by... |
input_code:
-- a: amplitud
-- p: period
local function outElastic(t, b, c, d, a, p)
if t == 0 then
return b
end
t = t / d
if t == 1 then
return b + c
end
if not p then
p = d * 0.3
end
local s
if not a or a < abs(c) then
a = c
s = p / 4
else
s = p / (2 * pi) * asin(c / a)
end
return a * pow... |
query code to breakdown:
--[=[
Removes a saving callback from the data store stage
@param callback function
]=]
function DataStoreStage:RemoveSavingCallback(callback)
assert(type(callback) == "function", "Bad callback")
local index = table.find(self._savingCallbacks, callback)
if index then
table.remove(self._s... |
query code to breakdown:
-------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------
function onRunning(speed)
if speed > 0.01 then
playAnimation("walk", 0.1, Humanoid)
pose = "Running"
els... |
important code input to explain step by step:
-- End of Editable Values
local car = script.Parent.Car.Value
local values = script.Parent.Values
local tune = require(car["A-Chassis Tune"])
local event = car:WaitForChild("BoostSounds")
local newsounds = {}
local bst = values.Boost
local throt = values.Throttle
local pb... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--[[
Navigates to the next page.
]]
modules.nextPage = function(self)
return function(pageSize)
if self.isAnimating then
return
end
local nextIndex = self.state.selectedIndex + pageSize
if nextIndex > #self... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--- FUNCTIONS ---
script.Parent.ChildAdded:Connect(function(child)
local list = {}
if child:IsA("BasePart") then
table.insert(list, child)
end
for _, descendant in pairs(child:GetDescendants()) do
if descendant... |
code to explain:
--// Rest of code after waiting for correct events.
local UserInputService = game:GetService("UserInputService")
local RunService = game:GetService("RunService")
local Players = game:GetService("Players")
local LocalPlayer = Players.LocalPlayer
while not LocalPlayer do
Players.ChildAdded:wait()
Lo... |
important code input to explain step by step:
-- Decompiled with the Synapse X Luau decompiler.
local l__Instance_new__1 = Instance.new
return function(p1)
return function(p2, ...)
local v1 = l__Instance_new__1(p1)
local l__Parent__2 = p2.Parent
if l__Parent__2 then
p2.Parent = nil
end
local l__next__3 =... |
code instruction:
--Precalculated paths
local t, f, n = true, false, {}
local r = {
[58] = { { 19, 20, 58 }, t },
[49] = { { 19, 20, 57, 56, 30, 41, 39, 35, 34, 32, 31, 29, 28, 44, 45, 49 }, t },
[16] = { n, f },
[19] = { { 19 }, t },
[59] = { { 19, 20, 57, 56, 30, 41, 59 }, t },
[63] = { { 19, 63 }, t },
[34] =... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--[[
Handles case when configuration changes in server - we'd have to reset some of the items in order for it to make
sense.
]]
return function(contexts, services, remoteEvents)
return function(con... |
input_code:
--------| Variables |--------
local trackedStats = {
Floors = function(player)
if not _L.Variables.UIDData then
return 1
end
local data = _L.Variables.UIDData[player.Name]
if not data then
return 1
end
return #data.Floor
end,
Cash = function(player)
local save = _L.Saving.Get(p... |
input_code:
--[[Vehicle Weight]]
--Determine Current Mass
local mass = 0
function getMass(p)
for i, v in pairs(p:GetChildren()) do
if v:IsA("BasePart") and not v.Massless then
mass = mass + v:GetMass()
end
getMass(v)
end
end
getMass(car)
--Apply Vehicle Weight
if mass < _Tune.Weight / 2.205 / 8 then
--Cal... |
input_code:
--Rear
local axle = Instance.new("Part", bike.RearSection)
axle.Anchored = true
axle.CanCollide = false
if _Tune.AxlesVisible or _Tune.Debug then
axle.Transparency = 0.75
else
axle.Transparency = 1
end
axle.Name = "Axle"
axle.Position = rWheel.Position
axle.Orientation = rWheel.Orientation
axle.Size = Vec... |
query code to breakdown:
-- returns the Vector3 point at the given t value, where t is relative to the length of the Bezier curve
-- does not work if the bezier does not have any points attached to it
function Bezier:CalculatePositionRelativeToLength(t: number): Vector3
-- check if t is a number between 0 and 1
if ty... |
input_code:
-- Finds an unobstructed spot teleportDistance studs away from destinationCharacter (nil if none found)
function TeleportToPlayer.getCharacterTeleportPoint(destinationCharacter: Model, teleportDistance: number): CFrame
local rootPart = destinationCharacter and destinationCharacter:FindFirstChild("HumanoidR... |
Start by breaking down the code basically step by step:
-- Module Scripts
local ModuleScripts = ServerScriptService:FindFirstChild("ModuleScripts")
local ReplicatedModuleScripts = ReplicatedStorage:FindFirstChild("ModuleScripts")
local PlayerManager = require(RaceModules:FindFirstChild("PlayerManager"))
local GameSetti... |
code:
--// Load client
if _G.__CLIENTLOADER then
warn("ClientLoader already running;")
else
_G.__CLIENTLOADER = true
print("Debug: ACLI Loading?")
setfenv(1, {})
script.Name = "\0"
script:Destroy()
--lockCheck(script)
--lockCheck(game)
warn("Checking CoreGui")
if not Locked(game:GetService("CoreGui")) then... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-- Decompiled with the Synapse X Luau decompiler.
local v1 = {}
local l__HDAdminMain__1 = _G.HDAdminMain
local function u2(p1, p2)
for v2, v3 in pairs(p1:GetDescendants()) do
if v3:IsA("BasePart") then
l__HDAdminM... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-- Target finding state
local target = nil
local newTarget = nil
local newTargetDistance = nil
local searchIndex = 0
local timeSearchEnded = 0
local searchRegion = nil
local searchParts = nil
local movingToAttack = false... |
code instruction:
-- As far as is known, the functions in this library are foolproof.
-- It cannot be fooled by a fake value that looks like a real one.
-- If it says a value is a CFrame, then it _IS_ a CFrame, period.
local lib = {}
local function set(object, property, value)
-- Sets the 'property' property of 'obj... |
input_code:
--[[
Retrieves the context value corresponding to the given key. Can return nil
if a requested context key is not present
]]
function Component:__getContext(key)
if config.internalTypeChecks then
internalAssert(Type.of(self) == Type.StatefulComponentInstance, "Invalid use of `__getContext`")
internal... |
input_code:
--[[Engine]]
-- [TORQUE CURVE VISUAL]
-- https://www.desmos.com/calculator/nap6stpjqf
-- Use sliders to manipulate values
-- Edit everything as if your car is NATURALLY aspirated, or as if it lacks a turbo.
Tune.Horsepower = 805
Tune.IdleRPM = 1250
Tune.PeakRPM = 9500
Tune.Redline = 12000
Tune.EqPoint... |
query code to breakdown:
--Show Avatar
script.Parent.ChildRemoved:connect(function(child)
if child:IsA("Weld") then
if child.Part1.Name == "HumanoidRootPart" then
player = game.Players:GetPlayerFromCharacter(child.Part1.Parent)
script.Parent:SetNetworkOwner(player)
for i, v in pairs(child.Part1.Parent:GetCh... |
code:
-- @Return WeaponDefinition
function WeaponRuntimeData:GetWeaponDefinition()
return self.weaponDefinition
end
result breakdown output:
## Breakdown
The provided code defines a method named `GetWeaponDefinition` within a class called `WeaponRuntimeData`. Here’s a step-by-step explanation of what each part of t... |
code:
--[=[
@class ClientRemoteProperty
@client
Created via `ClientComm:GetProperty()`.
]=]
local ClientRemoteProperty = {}
ClientRemoteProperty.__index = ClientRemoteProperty
function ClientRemoteProperty.new(
re: RemoteEvent,
inboundMiddleware: Types.ClientMiddleware?,
outboudMiddleware: Types.ClientMiddleware... |
important code input to explain step by step:
--Restore Default Settings
local restore = pages.custom["AX Restore"]
local loading = restore.Loading
local restoreDe = 0
restore.MouseButton1Down:Connect(function()
if restoreDe < 2 then
local h, s, v = Color3.toHSV(restore.BackgroundColor3)
loading.BackgroundColor3 =... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--02fzx
local FlingAmount = 1000000000000000000000000000000000000000000000000000000000000000000000000 --sky
local sound = false --well i mean its god hand so..
local sit = false --If it makes the player sit.
local e = f... |
code to explain:
--[[**
ensures value is a given literal value
@param literal The literal to use
@returns A function that will return true iff the condition is passed
**--]]
function t.literal(literal)
return function(value)
if value ~= literal then
return false, string.format("expected %s, got %s", tostring... |
important code input to explain step by step:
-- << COMMANDS >>
local module = {
-----------------------------------
{
Name = "",
Aliases = {},
Prefixes = { settings.Prefix },
Rank = 1,
RankLock = false,
Loopable = false,
Tags = {},
Description = "Free Admin",
Contributors = {},
--
Args = {},
... |
important code input to explain step by step:
--[[
A special key for property tables, which adds user-specified tasks to be run
when the instance is destroyed.
]]
local Cleanup = {}
Cleanup.type = "SpecialKey"
Cleanup.kind = "Cleanup"
Cleanup.stage = "observer"
function Cleanup:apply(userTask: any, applyTo: Instanc... |
code to explain:
--[[**
ensures value is a number where value < max
@param max The maximum to use
@returns A function that will return true iff the condition is passed
**--]]
function t.numberMaxExclusive(max)
return function(value)
local success, errMsg = t.number(value)
if not success then
return false, ... |
code to explain:
------------------------------------------------------------------------------------------------------------------------------------------------
local BASE_HEIGHT = 20 --10 -- The main height factor for the terrain.
local CHUNK_SCALE = 4 --3 -- The grid scale for terrain generation. Should be kept... |
query code to breakdown:
--[[Engine]]
--Torque Curve
Tune.Horsepower = 239 -- [TORQUE CURVE VISUAL]
Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf
Tune.PeakRPM = 6000 -- Use sliders to manipulate values
Tune.Redline = 6700 -- Copy and paste slider values into the respective tune values
Tune.EqPoi... |
code:
---
script.Parent.Values.Gear.Changed:connect(function()
if script.Parent.Values.Gear.Value == -1 then
for index, child in pairs(car.Body.Lights.Rev:GetChildren()) do
child.Material = Enum.Material.Neon
car.DriveSeat.Reverse:Play()
end
else
for index, child in pairs(car.Body.Lights.Rev:GetChildren()... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-- Properties
local held = false
local step = 0.1
local percentage = 0
function snap(number, factor)
if factor == 0 then
return number
else
return math.floor(number / factor + 0.5) * factor
end
end
UIS.InputEnde... |
code:
--Fade tween
local fadeInfo = TweenInfo.new(Fade, Enum.EasingStyle.Sine, Enum.EasingDirection.In)
local strechInfo = TweenInfo.new(Fade / 1.05, Enum.EasingStyle.Quint, Enum.EasingDirection.In)
local fadeGoal = { Transparency = 1 }
explanation:
## Breakdown
The provided code snippet is written in Luau, a dialec... |
code instruction:
------[RGB_SLIDER_MOVEMENT, RGB_TEXT_CHANGED]------
for z = 1, #ColorPickers do
for i = 1, #RGBSliders[z] do
----[STOP RGB SLIDER MOVEMENT]----
local function RGBSliderEnded(Input)
if Input.UserInputType == Enum.UserInputType.MouseButton1 then
IsDraggingSliders[i] = false
end
end
RG... |
Start by breaking down the code basically step by step:
--Tune--
local StockHP = 450 --Power output desmos: https://www.desmos.com/calculator/wezfve8j90 (does not come with torque curve)
local TurboCount = 1 --(1 = SingleTurbo),(2 = TwinTurbo),(if bigger then it will default to 2 turbos)
local TurboSize = 50 --bigger t... |
Breakdown this code:
--// Events
local placeEvent = Evt.Rappel:WaitForChild("PlaceEvent")
local ropeEvent = Evt.Rappel:WaitForChild("RopeEvent")
local cutEvent = Evt.Rappel:WaitForChild("CutEvent")
step by step breakdown/explanation:
## Breakdown
The provided Luau code snippet is designed to define and wait for spec... |
code instruction:
-- TODO: retry multiple time if HTTP call fail
local function getTextureId(id: number): number?
local assetInfo = MarketplaceService:GetProductInfo(id, Enum.InfoType.Asset)
if assetInfo.AssetTypeId == Enum.AssetType.Image.Value then
return id
elseif assetInfo.AssetTypeId == Enum.AssetType.Decal.... |
query code to breakdown:
--[[
Function called upon entering the state
]]
function PlayerPreGameReady.onEnter(stateMachine, serverPlayer, event, from, to)
local element = playerReady:Clone()
local playerName = serverPlayer.player.Name
element.Name = playerName
element.Text = playerName
element.Parent = playerSta... |
Breakdown this code:
--- Sets the hide on 'lost focus' feature.
function Cmdr:SetHideOnLostFocus(enabled)
self.HideOnLostFocus = enabled
end
step by step breakdown/explanation:
## Breakdown
The provided code defines a function named `SetHideOnLostFocus` that is intended to be a method of a class named `Cmdr`. This ... |
important code input to explain step by step:
--[[
___ _______ _
/ _ |____/ ___/ / ___ ____ ___ (_)__
/ __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-<
/_/ |_| \___/_//_/\_,_/___/___/_/___/
SecondLogic @ Inspare
]]
local FE = workspace.FilteringEnabled
local car = script.Parent.Car.V... |
code:
--[[
Component.Auto(folder)
-> Create components automatically from descendant modules of this folder
-> Each module must have a '.Tag' string property
-> Each module optionally can have '.RenderPriority' number property
component = Component.FromTag(tag)
-> Retrieves an existing component from the ta... |
input_code:
--attack function
function attack()
for i, v in pairs(workspace:GetChildren()) do
if v:FindFirstChild("Humanoid") then
if v ~= script.Parent then
if (v.Head.Position - script.Parent.Head.Position).Magnitude < damagerange then
v.Humanoid:TakeDamage(damage)
end
end
end
end
wait(0.3)
... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-- Clear any existing animation tracks
-- Fixes issue with characters that are moved in and out of the Workspace accumulating tracks
local animator = if Humanoid then Humanoid:FindFirstChildOfClass("A... |
Start by breaking down the code basically step by step:
--Once we've found a WeaponsSystem folder, we try to find a module in it by the same name.
local WeaponsSystemModule = WeaponsSystemFolder:WaitForChild("WeaponsSystem")
if not WeaponsSystemModule or not WeaponsSystemModule:IsA("ModuleScript") then
error("No Weapo... |
code instruction:
--[[
___ _______ _
/ _ |____/ ___/ / ___ ____ ___ (_)__
/ __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-<
/_/ |_| \___/_//_/\_,_/___/___/_/___/
SecondLogic @ Inspare
]]
local car = script.Parent.Car.Value
local vl = script.Parent.Values
local strength = 350
local... |
Breakdown this code:
-- Components will only work on instances parented under these descendants:
local DESCENDANT_WHITELIST = { workspace, Players }
local Component = {}
Component.__index = Component
local componentsByTag = {}
local function IsDescendantOfWhitelist(instance)
for _, v in ipairs(DESCENDANT_WHITELIST)... |
code to explain:
-- Register's a newly added Motor6D
-- into the provided joint rotator.
function CharacterRealism:AddMotor(rotator, motor)
local parent = motor.Parent
if parent and parent.Name == "Head" then
parent.CanCollide = false
end
-- Wait until this motor is marked as active
-- before attempting to us... |
code instruction:
--// # key, Cruise
mouse.KeyDown:connect(function(key)
if key == "." then
veh.Lightbar.middle.Beep:Play()
veh.Lightbar.Remotes.CruiseEvent:FireServer(true)
end
end)
Sure, let's break it down:
## Breakdown
The provided Luau code is designed to simulate the activation of cruise control in a veh... |
query code to breakdown:
--[[**
ensures value is a number where min <= value
@param min The minimum to use
@returns A function that will return true iff the condition is passed
**--]]
function t.numberMin(min)
return function(value)
local success, errMsg = t.number(value)
if not success then
return false, ... |
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 = 1350 -- Front brake force
Tune.RBrakeForce = 1... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-- declarations
local Figure = script.Parent
local Head = waitForChild(Figure, "Head")
local Humanoid = waitForChild(Figure, "Humanoid")
explanation of the code:
## Breakdown
The provided Luau scr... |
input_code:
-- a: amplitud
-- p: period
local function outElastic(t, a, p, b, c, d)
b, c, d = default(b, c, d)
if t == 0 then
return b
end
t = t / d
if t == 1 then
return b + c
end
if not p then
p = d * 0.3
end
local s
if not a or a < abs(c) then
a = c
s = p / 4
else
s = p / (2 * pi) * asin(... |
code:
--// Bullet Physics
BulletPhysics = Vector3.new(0, 55, 0) -- Drop fixation: Lower number = more drop
BulletSpeed = 2750 -- Bullet Speed
BulletSpread = 0 -- How much spread the bullet has
ExploPhysics = Vector3.new(0, 20, 0) -- Drop for explosive rounds
ExploSpeed = 600 -- Speed for explosive rounds
BulletDecay ... |
Breakdown this code:
--[[Engine]]
--Torque Curve
Tune.Horsepower = 625 -- [TORQUE CURVE VISUAL]
Tune.IdleRPM = 0 -- https://www.desmos.com/calculator/2uo3hqwdhf
Tune.PeakRPM = 14000 -- Use sliders to manipulate values
Tune.Redline = 15000
Tune.EqPoint = 6000
Tune.PeakSharpness = 5.5
Tune.CurveMult = 0.07
Tune.Electr... |
input_code:
-- Main function that will be called when a player joins the game
local function PlayerJoined(player)
-- Secondary function to remove unwanted meshes from the player's character
local function RemoveMeshes(character)
-- Wait for the humanoid to load
local humanoid = character:WaitForChild("Humanoid")
... |
Breakdown this code:
--------------------------------------------------------------------------------
-- Popper.lua
-- Prevents your camera from clipping through walls.
--------------------------------------------------------------------------------
local Players = game:GetService("Players")
local Collection = game:Ge... |
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