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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...