text stringlengths 54 19.6k |
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input_code:
--[=[
Observes the current value of the ValueObject
@param valueObject ValueObject<T>
@return Observable<Brio<T>>
]=]
function ValueObjectUtils.observeValueBrio(valueObject)
assert(valueObject, "Bad valueObject")
return Observable.new(function(sub)
local maid = Maid.new()
local function refire()
... |
Start by breaking down the code basically step by step:
-- ANimation
local Sound = script:WaitForChild("Haoshoku Sound")
UIS.InputBegan:Connect(function(Input)
if
Input.KeyCode == Enum.KeyCode.C
and Debounce == 1
and Tool.Equip.Value == true
and Tool.Active.Value == "None"
then
Debounce = 2
Track1 = plr.... |
code to explain:
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take
Cooldown = 5 -- cooldown for use of the tool again
ZoneModelName = "killer slash" -- name the zone model
MobHumanoidName = "Humanoid" -- the name of player or mob u want to damage
Sure, let's break it dow... |
input_code:
-- Decompiled with the Synapse X Luau decompiler.
local v1 = {}
local v2 = require(game.ReplicatedStorage.Modules.Lightning)
local v3 = require(game.ReplicatedStorage.Modules.Xeno)
local v4 = require(game.ReplicatedStorage.Modules.CameraShaker)
local l__TweenService__5 = game.TweenService
local l__Debris__... |
code:
--Made by Luckymaxer
Particles = script.Parent
Debris = game:GetService("Debris")
Debris:AddItem(Particles, 3)
wait(1.5)
Particles.Enabled = false
result breakdown output:
## Breakdown
The provided Luau script is designed to manage the lifecycle of a ParticleEmitter in a Roblox game environment. Here’s a ... |
input_code:
-- lol xddd
script.Parent.MouseButton1Click:connect(function() -- The function of when the Players Clicks.
if script.Parent.Parent.Box.Visible == false then -- This tells wither it is open or not.
script.Parent.Text = "Close" -- Tells us that it is open.
script.Parent.Parent.Box.Visible = true -- Make... |
important code input to explain step by step:
--!strict
type Match = {
index: number,
match: string,
}
explanation:
## Walkthrough
The provided Luau code snippet defines a new type named `Match` with two fields. Here’s a breakdown of each part of the code:
1. **Type Declaration**: The keyword `type` is used to in... |
code instruction:
--Update RPM
function RPM()
--Neutral Gear
if _CGear == 0 then
_ClutchOn = false
end
--Car Is Off
local revMin = _Tune.IdleRPM
if not _IsOn then
revMin = 0
_CGear = 0
_ClutchOn = false
_GThrot = _Tune.IdleThrottle / 100
end
--Determine RPM
local maxSpin = 0
for i, v in pairs(Driv... |
input_code:
--[[
Systems that need to wait for config override to happen
]]
local PlayerMatchInfo = require(ReplicatedStorage.Libraries.PlayerMatchInfo)
WeaponsSystem.setGetTeamCallback(function(player)
return PlayerMatchInfo.GetField(player, "teamNumber")
end)
explanation:
## Breakdown
The provided Luau code is ... |
query code to breakdown:
--/Recoil Modification
module.camRecoil = {
RecoilUp = 1,
RecoilTilt = 1,
RecoilLeft = 1,
RecoilRight = 1,
}
module.gunRecoil = {
RecoilUp = 1,
RecoilTilt = 1,
RecoilLeft = 1,
RecoilRight = 1,
}
module.AimRecoilReduction = 1
module.AimSpreadReduction = 1
module.MinRecoilPower = 1
mod... |
code instruction:
-- 0 = Least Significant Bit, 31 = Most Significant Bit
local function rRotateSubsection(int, start, width, disp)
local wrappedBits
local shiftedBits
disp = disp % width
if disp == 0 then
return int
end
wrappedBits = bit32.extract(int, start, disp)
wrappedBits = bit32.lshift(wrappedBits, wi... |
important code input to explain step by step:
---ex2---
script.Parent.Parent.ex2.exit1.SurfaceGui.TextLabel.TextTransparency = 0
script.Parent.Parent.ex2.exit2.SurfaceGui.TextLabel.TextTransparency = 0
script.Parent.Parent.ex2.exit3.SurfaceGui.TextLabel.TextTransparency = 0
script.Parent.Parent.ex2.exit4.SurfaceGui.Tex... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--[[
___ _______ _
/ _ |____/ ___/ / ___ ____ ___ (_)__
/ __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-<
/_/ |_| \___/_//_/\_,_/___/___/_/___/
SecondLogic @ Inspare
]]
local FE = work... |
Start by breaking down the code basically step by step:
------------------
------------------
function waitForChild(parent, childName)
while true do
local child = parent:findFirstChild(childName)
if child then
return child
end
parent.ChildAdded:wait()
end
end
local Figure = script.Parent
local Torso = wa... |
code:
--[[local function VisualizeRay(ray,RayLength)
local RayCast = Instance.new("Part")
RayCast.Material = Enum.Material.Neon
RayCast.Color = Color3.new(0,1,0)
RayCast.Size = Vector3.new(0.2,0.2,(RayLength or 5))
RayCast.CFrame = CFrame.new(ray.Origin, ray.Origin+ray.Direction) * CFrame.new(0, 0, -(RayLength or ... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-- 1 Minute Roblox
ServerStorage = game:GetService("ServerStorage")
ReplicatedStorage = game:GetService("ReplicatedStorage")
Players = game:GetService("Players")
Maps = ServerStorage:WaitForChild("Maps"):GetChildren()
... |
code to explain:
--[[Wheel Alignment]]
--[Don't physically apply alignment to wheels]
--[Values are in degrees]
Tune.FCamber = -5
Tune.RCamber = -5
Tune.FToe = 0
Tune.RToe = 0
step by step breakdown/explanation:
## Breakdown
The code provided is a snippet written in Luau, which is a variant of Lua used in Roblox for... |
code:
--[=[
Merges the existing brio value with the other brio
@param brio Brio<{T}>
@param otherBrio Brio<{U}>
@return Brio<{T | U}>
]=]
function BrioUtils.merge(brio, otherBrio)
assert(Brio.isBrio(brio), "Not a brio")
assert(Brio.isBrio(otherBrio), "Not a brio")
if brio:IsDead() or otherBrio:IsDead() then
... |
code to explain:
-- Decompiled with the Synapse X Luau decompiler.
local u1 = nil
coroutine.wrap(function()
u1 = require(game.ReplicatedStorage:WaitForChild("Resources"))
end)()
return function(p1, p2, ...)
local v1 = ...
p1.title.Text = v1
u1.Shared.ApplyRarityColor(p1.title.back, v1)
end
output_code:
## Breakd... |
code instruction:
-- initiate
repeat
local success = pcall(function()
StarterGui:SetCore("TopbarEnabled", false)
end)
wait()
until success
for _, v in pairs(StarterGui:GetChildren()) do
v:Clone().Parent = PLAYER_GUI
end
CAMERA.CameraType = Enum.CameraType.Scriptable
CAMERA.CFrame = CFrame.new(0, 0, 100)
resu... |
code to explain:
-- Color shortcuts: you can use these strings instead of defining exact color values
local colors = {}
colors.White = Color3.new(1, 1, 1)
colors.Black = Color3.new(0, 0, 0)
colors.Red = Color3.new(1, 0.2, 0.2)
colors.Green = Color3.new(0.2, 1, 0.2)
colors.Blue = Color3.new(0.2, 0.2, 1)
output_code:
#... |
code:
-- NOTICE: Player property names do not all match their StarterPlayer equivalents,
-- with the differences noted in the comments on the right
local PLAYER_CAMERA_PROPERTIES = {
"CameraMinZoomDistance",
"CameraMaxZoomDistance",
"CameraMode",
"DevCameraOcclusionMode",
"DevComputerCameraMode", -- Corresponds to... |
Start by breaking down the code basically step by step:
-- ================================================================================
-- FUNCTIONS
-- ================================================================================
-- Heartbeat
function PhysicsUpdate(step)
if dead then
physicsUpdateHandle:Disco... |
query code to breakdown:
--[=[
Starts the service bag and all services
]=]
function ServiceBag:Start()
assert(self._serviceTypesToStart, "Already started")
assert(not self._initializing, "Still initializing")
while next(self._serviceTypesToStart) do
local serviceType = table.remove(self._serviceTypesToStart)
l... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-- Private Methods
function init(self)
local element = self.Element
local maid = self._Maid
local dragBind = self._DragBind
local lastMousePosition = Vector3.new()
maid:Mark(self._DragBind)
maid:Mark(self._StartB... |
input_code:
--Char remotes stuffs
local charRemotes = char.Remotes
local updateInputHoldEvent = charRemotes.UpdateInputHold
local updateHoverObjectEvent = charRemotes.UpdateHoverObject
local deleteInteractionUIEvent = charRemotes.DeletedInteractionUI
explanation of the code:
## Breakdown
The provided code initialize... |
code:
--// Events
local L_40_ = L_5_:WaitForChild("TurnOff")
local L_41_ = L_5_:WaitForChild("TurnOn")
local L_42_ = L_5_:WaitForChild("DustEvent")
local L_43_ = L_5_:WaitForChild("FXEvent")
local L_44_ = L_5_:WaitForChild("HitEvent")
local L_45_ = L_5_:WaitForChild("DamageEvent")
local L_46_ = L_5_:WaitForChild("Creat... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-- A state object which follows another state object using spring simulation.
export type Spring<T> = PubTypes.Spring<T> & {
_speed: PubTypes.CanBeState<number>,
_speedIsState: boolean,
_lastSpeed: number,
_damping: ... |
code:
-- Functions --
local function playSoundLocal(sId, sParent)
local sound = Instance.new("Sound", sParent)
sound.SoundId = "http://www.roblox.com/asset/?id=" .. sId
sound:Play()
sound:Destroy()
end
local function onClicked(player)
print(player.Name .. " clicked on Uniform Giver")
playSoundLocal(152206246, ... |
important code input to explain step by step:
-- emote bindable hook
if FFlagAnimateScriptEmoteHook then
script:WaitForChild("PlayEmote").OnInvoke = function(emote)
-- Only play emotes when idling
if pose ~= "Standing" then
return
end
if emoteNames[emote] ~= nil then
-- Default emotes
playAnimation(e... |
Breakdown this code:
-- << SERVICES/VARIABLES >>
local players = game:GetService("Players")
local tweenService = game:GetService("TweenService")
local debris = game:GetService("Debris")
local hdMain = require(game:GetService("ReplicatedStorage"):WaitForChild("HDAdminSetup")):GetMain()
local hd = hdMain:GetModule("API")... |
query code to breakdown:
------------------------------------------------------------------------------------------
script.Parent.Blam:Play()
script.Parent.Anchored = true
script.Parent.Attachment.Star.Enabled = false
shock = Instance.new("Part")
shock.CanCollide = false
shock.Anchored = true
shock.Rotation = Vector3.... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-----------------
--| Variables |--
-----------------
local GamePassService = Game:GetService("GamePassService")
local PlayersService = Game:GetService("Players")
local InsertService = Game:GetServic... |
Start by breaking down the code basically step by step:
--Interpret input
local function getInputValues()
if UserInputService:GetLastInputType() ~= Enum.UserInputType.Touch then
---Let the control module handle all none-touch controls
script.Throttle.Value = _calculateInput("Throttle") - _calculateInput("Brake")
... |
query code to breakdown:
--// HeadAdmins can do :permadmin, so it's unsafe to to make them head admins unless you change the perm levels for those commands or disable SaveAdmins in the settings
local PRIVATE_SERVER_OWNER_ADMIN_LEVEL: number = 200 --// (admin levels are defined in loader Settings)
return function(Vargs... |
code instruction:
--[[
Create a new test result node and push it onto the navigation stack.
]]
function TestSession:pushNode(planNode)
local node = TestResults.createNode(planNode)
local lastNode = self.nodeStack[#self.nodeStack] or self.results
table.insert(lastNode.children, node)
table.insert(self.nodeStack, no... |
code instruction:
-- Calculate label length
local LABEL_TEXT = "F"
local LABEL_LENGTH =
TextService:GetTextSize(LABEL_TEXT, 24 / 2, Enum.Font.SourceSans, Vector2.new(math.huge, math.huge)).X
local ICON_SIZE = 18
local function ScopeLockTooltip(props)
return new("ImageLabel", {
BackgroundTransparency = 1,
ImageTr... |
query code to breakdown:
--//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
script:Destroy()
explanation:
## Breakdown
The provided Luau script is designed to create a `Motor` instance within a Roblox game, connecting two... |
input_code:
--// # key, Wail
mouse.KeyDown:connect(function(key)
if key == "y" then
if veh.Lightbar.middle.Wail2.IsPlaying == true then
veh.Lightbar.middle.Wail2:Stop()
veh.Lightbar.middle.Yelp:Stop()
veh.Lightbar.middle.Priority:Stop()
script.Parent.Parent.Sirens.Wail.BackgroundColor3 = Color3.fromRGB(6... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--[[
Defines ProximityPrompt visibility logic specific to the CanPlant cta
--]]
local CollectionService = game:GetService("CollectionService")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Player... |
code:
-- Libraries
local Libraries = Tool:WaitForChild("Libraries")
local Maid = require(Libraries:WaitForChild("Maid"))
local PaintHistoryRecord = require(script:WaitForChild("PaintHistoryRecord"))
Sure. Here is a summary:
## Breakdown
The provided code is written in Luau, a statically typed variant of Lua used in ... |
query code to breakdown:
--[[Drivetrain]]
Tune.Config = "AWD" --"FWD" , "RWD" , "AWD"
--Differential Settings
Tune.FDiffSlipThres = 50 -- 1 - 100% (Max threshold of applying full lock determined by deviation from avg speed)
Tune.FDiffLockThres = 50 -- 0 - 100% (0 - Bias toward slower wheel, 100 - Bias toward fas... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--For Omega Rainbow Katana thumbnail to display a lot of particles.
for i, v in pairs(Handle:GetChildren()) do
if v:IsA("ParticleEmitter") then
v.Rate = 20
end
end
Tool.Grip = Grips.Up
Tool.Enabl... |
important code input to explain step by step:
--// Events
local L_33_ = L_7_:WaitForChild("Equipped")
local L_34_ = L_7_:WaitForChild("ShootEvent")
local L_35_ = L_7_:WaitForChild("DamageEvent")
local L_36_ = L_7_:WaitForChild("CreateOwner")
local L_37_ = L_7_:WaitForChild("Stance")
local L_38_ = L_7_:WaitForChild("Hit... |
Breakdown this code:
-- Stats
local stats = {
{
Name = "Points",
Type = "IntValue",
DefaultValue = "0",
},
}
local function new(leaderstats)
for i, stat in pairs(stats) do
local leaderstat = Instance.new(stat.Type)
leaderstat.Name = stat.Name
leaderstat.Value = stat.DefaultValue
leaderstat.Parent = le... |
code:
-- ================================================================================
-- PUBLIC FUNCTIONS
-- ================================================================================
function GuiController:SetUsingGamepad(isUsingGamepad) end -- GuiController:SetUsingGamepad()
function GuiController:UpdateSp... |
important code input to explain step by step:
--Players the animation by name for the tool holder.
function AnimationPlayer:PlayAnimation(AnimationName)
local Character = Tool.Parent
if Character then
local Humanoid = Character:FindFirstChildOfClass("Humanoid")
if Humanoid then
local AnimationGroup = Animation... |
code:
-- Decompiled with the Synapse X Luau decompiler.
local v1 = {}
local l__HDAdminMain__1 = _G.HDAdminMain
function v1.GetNotice(p1, p2)
return ({
WelcomeRank = {
l__HDAdminMain__1.hdAdminCoreName,
"Your rank is '%s'! Click to view the commands.",
{ "ShowSpecificPage", "Commands", "Commands" },
},
... |
input_code:
-- ====================
-- INPUTS
-- List of inputs that can be customized
-- ====================
Keyboard = {
Reload = Enum.KeyCode.R,
HoldDown = Enum.KeyCode.E,
Inspect = Enum.KeyCode.F,
Switch = Enum.KeyCode.V,
ToogleAim = Enum.KeyCode.Q,
Melee = Enum.KeyCode.H,
AltFire = Enum.KeyCode.C,
}
Cont... |
code to explain:
--[[Weight and CG]]
Tune.Weight = 3472 -- Total weight (in pounds)
Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable)
--[[Width]]
6,
--[[Height]]
3,
--[[Length]]
14,
}
Tune.WeightDist = 50 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, c... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--[=[
Observes an instance's property
@param instance Instance
@param propertyName string
@return Observable<T>
]=]
function RxInstanceUtils.observeProperty(instance, propertyName)
assert(typeof(instance) == "Insta... |
code:
--// F key, Horn
mouse.KeyUp:connect(function(key)
if key == "f" then
veh.ELS.Sirens.AH.Transparency = 1
veh.ELS.Siren.Airhorn:Stop(3)
veh.ELS.Siren2.Airhorn:Stop(3)
veh.ELS.Sirens.Horn.Transparency = 1
veh.ELS.Sirens.Horn.Transparency = 3
veh.ELS.Siren.Wail.Volume = 3
veh.ELS.Siren.Yelp.Volume = 3... |
important code input to explain step by step:
-- Original script made by Luckymaxer [yes i edited this lol]
Projectile = script.Parent
Projectile.Size = Vector3.new(0.2, 0.2, 0.2)
Players = game:GetService("Players")
Debris = game:GetService("Debris")
Values = {}
for i, v in pairs(script:GetChildren()) do
if string... |
important code input to explain step by step:
--[=[
Checks if the given object is a Signal.
@param obj any -- Object to check
@return boolean -- `true` if the object is a Signal.
]=]
function Signal.Is(obj: any): boolean
return type(obj) == "table" and getmetatable(obj) == Signal
end
step by step breakdown/expla... |
code instruction:
--[[Engine]]
--Torque Curve
Tune.Horsepower = 310 -- [TORQUE CURVE VISUAL]
Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf
Tune.PeakRPM = 7200 -- Use sliders to manipulate values
Tune.Redline = 8500 -- Copy and paste slider values into the respective tune values
Tune.EqPoint = 55... |
code to explain:
-- 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)
sound.TimePosition = 0
sound.Playing = true
end
local function stopSound(sound)
sound.Playing = false
... |
Start by breaking down the code basically step by step:
--- Creates a new spring
-- @param initial A number or Vector3 (anything with * number and addition/subtraction defined)
-- @param[opt=tick] clock function to use to update spring
function Spring.new(initial, clock)
local target = initial or 0
clock = clock or t... |
important code input to explain step by step:
--[[
An implementation of Promises similar to Promise/A+.
]]
local ERROR_NON_PROMISE_IN_LIST = "Non-promise value passed into %s at index %s"
local ERROR_NON_LIST = "Please pass a list of promises to %s"
local ERROR_NON_FUNCTION = "Please pass a handler function to %s!"
l... |
Breakdown this code:
--[=[
@within Plasma
@function portal
@tag widgets
@param targetInstance Instance -- Where the portal goes to
@param children () -> () -- Children
The portal widget creates its children inside the specified `targetInstance`. For example, you could use this
to create lighting effects in Ligh... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--Starter Character Scripts
local MaxSpeed = 70
while true do
wait()
if script.Parent.Humanoid.MoveDirection == Vector3.new(0, 0, 0) then
script.Parent.Humanoid.WalkSpeed = 1
else
script.Parent.Humanoid.WalkSpeed ... |
Breakdown this code:
--[=[
@return Trove
Creates and adds another trove to itself. This is just shorthand
for `trove:Construct(Trove)`. This is useful for contexts where
the trove object is present, but the class itself isn't.
:::note
This does _not_ clone the trove. In other words, the objects in the
trove are... |
code:
--[=[
Throttles emission of observables.
https://rxjs-dev.firebaseapp.com/api/operators/debounceTime
:::note
Note that on complete, the last item is not included, for now, unlike the existing version in rxjs.
:::
@param duration number
@param throttleConfig { leading = true; trailing = true; }
@return ... |
code:
--[[
___ _______ _
/ _ |____/ ___/ / ___ ____ ___ (_)__
/ __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-<
/_/ |_| \___/_//_/\_,_/___/___/_/___/
SecondLogic @ Inspare
]]
local car = script.Parent.Car.Value
local vl = script.Parent.Values
local strength = 350
local max = 8 --i... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--// Damage Settings
BaseDamage = 20 -- Torso Damage
LimbDamage = 18 -- Arms and Legs
ArmorDamage = 15 -- How much damage is dealt against armor (Name the armor "Armor")
HeadDamage = 38 -- If you set ... |
Breakdown this code:
-- @preconditions: vec should be a unit vector, and 0 < rayLength <= 1000
function RayCast(startPos, vec, rayLength)
local hitObject, hitPos = workspace:FindPartOnRay(Ray.new(startPos + (vec * 0.01), vec * rayLength), Handle)
if hitObject and hitPos then
local distance = rayLength - (hitPos - s... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-------- OMG HAX
r = game:service("RunService")
local damage = 0 + (script.AddDam.Value / 4)
local slash_damage = 0 + script.AddDam.Value
sword = script.Parent.Handle
Tool = script.Parent
local S... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--Miscellaneous Settings:
LEAVE_DISABLE = true --Turns off the engine when you leave the car
GEAR_SPEED = 2.5 --Directly affects cam gear spin speed (Arbitrary)
SHAKE_ANGLE = 2.5 --Max angle of the e... |
input_code:
-- Etc
local DESTROY_ON_DEATH = getValueFromConfig("DestroyOnDeath")
local RAGDOLL_ENABLED = getValueFromConfig("RagdollEnabled")
local DEATH_DESTROY_DELAY = 5
local PATROL_WALKSPEED = 0
local MIN_REPOSITION_TIME = 2
local MAX_REPOSITION_TIME = 10
local MAX_PARTS_PER_HEARTBEAT = 50
local SEARCH_DELAY = 1
... |
code to explain:
-----------------
--| Variables |--
-----------------
local Tool = script.Parent
local ToolHandle = Tool.Handle
local MyModel = nil
local ReloadRocket = nil
local StillEquipped = false
explanation:
## Breakdown
The provided code snippet initializes variables for a tool within the Roblox game engi... |
Start by breaking down the code basically step by step:
--[[ Public API ]]
--
function Gamepad:Enable()
local forwardValue = 0
local backwardValue = 0
local leftValue = 0
local rightValue = 0
local moveFunc = LocalPlayer.Move
local gamepadSupports = UserInputService.GamepadSupports
local controlCharacterGamepa... |
code instruction:
--[[Weight and CG]]
Tune.Weight = 2963 -- Total weight (in pounds)
Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable)
--[[Width]]
6,
--[[Height]]
4.4,
--[[Length]]
15,
}
Tune.WeightDist = 55 -- Weight distribution (0 - on rear wheels, 100 - on front wheels... |
code:
-- Set camera tilt correction for mobile:
function CamLock.SetMobileDeviceBank(bank)
mobileDeviceBank = bank
end
code breakdown:
## Breakdown
The provided code defines a function named `SetMobileDeviceBank` within a module or script that is assumed to be part of a larger system or module named `CamLock`. This... |
input_code:
--///////////////// Internal-Use Methods
--//////////////////////////////////////
--DO NOT REMOVE THIS. Chat must be filtered or your game will face
--moderation.
function methods:InternalApplyRobloxFilter(speakerName, message, toSpeakerName) --// USES FFLAG
if RunService:IsServer() and not RunService:IsSt... |
Breakdown this code:
-- LOCAL
local players = game:GetService("Players")
local runService = game:GetService("RunService")
local heartbeat = runService.Heartbeat
local localPlayer = runService:IsClient() and players.LocalPlayer
local replicatedStorage = game:GetService("ReplicatedStorage")
local httpService = game:GetSe... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-- PopperCam mod
local Poppercam = require(popperCamModule)
local ZoomController = require(cameraModule:WaitForChild("ZoomController"))
function Poppercam:Update(renderDt, desiredCameraCFrame, desiredCameraFocus, camer... |
important code input to explain step by step:
--[[
A special key for property tables, which parents any given descendants into
an instance.
]]
local Package = script.Parent.Parent
local PubTypes = require(Package.PubTypes)
local logWarn = require(Package.Logging.logWarn)
local Observer = require(Package.State.Observ... |
code:
-- Decompiled with the Synapse X Luau decompiler.
return {
["Fantasy Coins"] = {
canDrop = true,
dropWeight = 40,
isUnique = false,
tiers = {
{
title = "Fantasy Coins I",
desc = "Pet earns +15% more Fantasy Coins",
value = 1.15,
},
{
title = "Fantasy Coins II",
desc = "Pet e... |
query code to breakdown:
--[=[
Add a task to clean up. Tasks given to a maid will be cleaned when
maid[index] is set to a different value.
Task cleanup is such that if the task is an event, it is disconnected.
If it is an object, it is destroyed.
```
Maid[key] = (function) Adds a task to perform
Maid[k... |
code instruction:
-- Properties
local Map = {}
local Groups = {}
local EmptySound = Instance.new("Sound")
Sure, let's break it down:
## Breakdown
The provided code snippet sets up the initial structure for two tables and an instance of a Roblox object, all within the context of the Roblox game engine using Luau, Ro... |
code instruction:
--[[
CameraShakePresets.Bump
CameraShakePresets.Explosion
CameraShakePresets.Earthquake
CameraShakePresets.BadTrip
CameraShakePresets.HandheldCamera
CameraShakePresets.Vibration
CameraShakePresets.RoughDriving
--]]
local CameraShakeInstance = require(script.Parent.CameraShakeInstance)
loc... |
code instruction:
-- Core events
ToolChanged = RbxUtility.CreateSignal()
function EquipTool(Tool)
-- Equips and switches to the given tool
-- Unequip current tool
if CurrentTool and CurrentTool.Equipped then
CurrentTool.Unequip()
CurrentTool.Equipped = false
end
-- Set `Tool` as current
CurrentTool = Tool
... |
code:
--- Makes a type that contains a sequence, e.g. Vector3 or Color3
function Util.MakeSequenceType(options)
options = options or {}
assert(
options.Parse ~= nil or options.Constructor ~= nil,
"MakeSequenceType: Must provide one of: Constructor, Parse"
)
options.TransformEach = options.TransformEach or fun... |
Start by breaking down the code basically step by step:
-- dayLength defines how long, in minutes, a day in your game is. Feel free to alter it.
local dayLength = 60
local cycleTime = dayLength * 60
local minutesInADay = 24 * 60
local lighting = game:GetService("Lighting")
local startTime = tick() - (lighting:getMin... |
important code input to explain step by step:
--[=[
Destroy the ServerComm object.
]=]
function ServerComm:Destroy()
self._instancesFolder:Destroy()
end
return ServerComm
output:
## Breakdown
The provided code defines a method named `Destroy` for a class called `ServerComm`. This method is designed to perform cle... |
code to explain:
--Made by Stickmasterluke
sp = script.Parent
speedboost = 1 --100% speed bonus
speedforsmoke = 10 --smoke apears when character running >= 10 studs/second.
local tooltag = script:WaitForChild("ToolTag", 2)
if tooltag ~= nil then
local tool = tooltag.Value
local h = sp:FindFirstChild("Humanoid")
... |
code:
--// Above was taken directly from Util.GetStringTextBounds() in the old chat corescripts.
function methods:GetMessageHeight(BaseMessage, BaseFrame, xSize)
xSize = xSize or BaseFrame.AbsoluteSize.X
local textBoundsSize =
self:GetStringTextBounds(BaseMessage.Text, BaseMessage.Font, BaseMessage.TextSize, Vecto... |
Breakdown this code:
-- Create AdminTools if it doesn't exist
if not AdminTools then
AdminTools = Instance.new("Model")
AdminTools.Name = "AdminTools"
-- Load all of the assets in ToolAssetsToLoad and put them in AdminTools
for _, intObject in pairs(ToolAssetsToLoad:GetChildren()) do
if intObject and intObject:I... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-- Alias function to automatically error out for invalid types.
local function MandateType(value, type, paramName, nullable)
if nullable and value == nil then
return
end
assert(typeof(value) == type, ERR_INVALID_TYP... |
code:
-- Stores useful information about Luau errors.
export type Error = {
type: string, -- replace with "Error" when Luau supports singleton types
raw: string,
message: string,
trace: string,
}
code breakdown:
## Breakdown
The provided code defines a custom type in Luau named `Error`, which is used to structur... |
query code to breakdown:
-- Existance in this list signifies that it is an emote, the value indicates if it is a looping emote
local emoteNames =
{ wave = false, point = false, dance = true, dance2 = true, dance3 = true, laugh = false, cheer = false }
local PreloadAnimsUserFlag = false
local PreloadedAnims = {}
local... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--to do
--go towards boxes
--account for arrows and paladins
--account for boss size
local MoveDirections = { Vector3.new(5, 0, 0), Vector3.new(-5, 0, 0), Vector3.new(0, 0, 5), Vector3.new(0, 0, -5) }... |
code instruction:
-- Format params: methodName, ctorName
local ERR_NOT_INSTANCE =
"Cannot statically invoke method '%s' - It is an instance method. Call it on an instance of this class created via %s"
function SignalStatic.new(signalName: string): Signal
local signalObj: Signal = {
Name = signalName,
Connections... |
important code input to explain step by step:
--"False" = Not Acceptable Keycard To Open. "True" = Acceptable Keycard To Open.--
local door = script.Parent
local CanOpen1 = true
local CanClose1 = false
local clearance = {
["[SCP] Card-Omni"] = true,
["[SCP] Card-L5"] = true,
["[SCP] Card-L4"] = true,
["[SCP] Card-... |
important code input to explain step by step:
--[[ Local Constants ]]
--
local VR_ANGLE = math.rad(15)
local VR_PANEL_SIZE = 512
local VR_ZOOM = 7
local VR_FADE_SPEED = 10 -- 1/10 second
local VR_SCREEN_EGDE_BLEND_TIME = 0.14
local VR_SEAT_OFFSET = Vector3.new(0, 4, 0)
local CameraInput = require(script.Parent:WaitFor... |
code:
--EDIT BELOW----------------------------------------------------------------------
settings.PianoSoundRange = 60
settings.KeyAesthetics = true
settings.PianoSounds = {
"714321897",
"714321981",
"714322052",
"714322096",
"714322161",
"715236879",
}
output:
## Breakdown
The provided Luau code is configur... |
code instruction:
--//DEFAULT VALUES
local defexposure = game.Lighting.ExposureCompensation
local nvg
local onanim
local gui
local offanim
local config
local onremoved
local setting
local helmet
function removehelmet()
if plr.Character then
if onremoved then
onremoved:Disconnect()
end
animating = false
t... |
code instruction:
--[[
Creates a new spring.
]]
function Spring.new(initial, td, ts)
local d = td or 1
local s = ts or 1
local p0 = initial or 0
local v0 = 0 * p0
local p1 = p0
local v1 = v0
local t0 = tick()
local selfmeta = {}
local meta = {}
function selfmeta.getpv()
return posvel(d, s, p0, v0, p1, v1... |
code instruction:
--- Concats `target` with `source`
-- @tparam table target Table to append to
-- @tparam table source Table read from
-- @treturn table parameter table
function Table.append(target, source)
for _, value in pairs(source) do
target[#target + 1] = value
end
return target
end
Sure, let's break it ... |
Start by breaking down the code basically step by step:
-- Hello Controller
-- Username
-- August 29, 2020
local HelloController = {}
function HelloController:SayHello()
--print("Hello!")
end
function HelloController:Start()
self.Controllers.TestController:ConnectEvent("Test", function(msg)
--print(msg)
end)
s... |
Start by breaking down the code basically step by step:
--// Player Events
game:GetService("RunService").Heartbeat:Connect(function()
for _, v in pairs(game.Players:GetPlayers()) do
UpdateTag(v)
end
end)
step by step breakdown/explanation:
## Breakdown
The provided Lua code is designed to update a tag for each p... |
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