text stringlengths 54 19.6k |
|---|
code to explain:
--[[Finalize Chassis]]
--Misc Weld
wait()
for i, v in pairs(script:GetChildren()) do
if v:IsA("ModuleScript") then
require(v)
end
end
--Weld Body
wait()
ModelWeld(car.Body, car.DriveSeat)
--Unanchor
wait()
UnAnchor(car.Body)
UnAnchor(car.Wheels)
UnAnchor(car.DriveSeat)
result breakdown output:
... |
input_code:
-- ~15 c/s
while wait(0.0667) do
--Power
Engine()
--Flip
if _Tune.AutoFlip then
Flip()
end
end
result breakdown output:
## Breakdown
The provided code is a loop designed to execute a series of functions at a specific rate within a Roblox game environment using the Luau scripting language. Here's ... |
important code input to explain step by step:
--[[Susupension]]
Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled
--Front Suspension
Tune.FSusDamping = 300 -- Spring Dampening
Tune.FSusStiffness = 8000 -- Spring Force
Tune.FAntiRoll = 50 -- Anti-Roll (Gyro Dam... |
Breakdown this code:
-- Roblox User Input Control Modules - each returns a new() constructor function used to create controllers as needed
local Keyboard = require(script:WaitForChild("Keyboard"))
local Gamepad = require(script:WaitForChild("Gamepad"))
local DynamicThumbstick = require(script:WaitForChild("DynamicThumb... |
code:
------------------------------------------
gui.Track.Text = radio.TName.Value
radio.TName.Changed:connect(function()
gui.Track.Text = radio.TName.Value
seat.Parent.Body.Dash.Scr.G.Song.Text = radio.TName.Value
end)
gui.Stop.MouseButton1Click:connect(function()
if radio.Stopped.Value == false then
radio.Stopp... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--[[
Novena Constraint Type: Motorcycle
The Bike Chassis
RikOne2 | Enjin
--]]
local bike = script.Parent.Bike.Value
local _Tune = require(bike["Tuner"])
local handler = bike:WaitForChild("AC6_Sound")
local ... |
input_code:
--Edited by QS
local Tool = script.Parent
local torso = nil
local human = nil
function SetMouseIcon(mouse, bool)
if mouse == nil then
return
end
mouse.Icon = bool == true and "rbxasset://textures\\GunCursor.png" or "rbxasset://textures\\GunWaitCursor.png"
end
function onEquippedLocal(mouse)
if mous... |
Start by breaking down the code basically step by step:
--[[Engine]]
--Torque Curve
Tune.Horsepower = 400 -- [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 re... |
code to explain:
--- Validates that the argument will work without any type errors.
function Argument:Validate(isFinal)
if self.RawValue == nil or #self.RawValue == 0 and self.Required == false then
return true
end
if self.Type.Validate or self.Type.ValidateOnce then
for i = 1, #self.TransformedValues do
if ... |
query code to breakdown:
-- and (IsServer or weaponInstance:IsDescendantOf(Players.LocalPlayer))
function WeaponsSystem.onWeaponAdded(weaponInstance)
local weapon = WeaponsSystem.getWeaponForInstance(weaponInstance)
if not weapon then
WeaponsSystem.createWeaponForInstance(weaponInstance)
end
end
function Weapons... |
Start by breaking down the code basically step by step:
------------------------------------------------------------------------
--
-- * used only in (lparser) luaY:subexpr()
------------------------------------------------------------------------
function luaK:prefix(fs, op, e)
local e2 = {} -- expdesc
e2.t, e2.f = ... |
code instruction:
-- TODO: When Promise is on Wally, remove this in favor of just `script.Parent.Parent:FindFirstChild("Promise")`.
local ReplicatedFirst = game:GetService("ReplicatedFirst")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local ServerScriptService = game:GetService("ServerScriptService")... |
code instruction:
-- Public Virtual
-- This function ticks every frame when the state is not active
function BaseState:OffTick(currenTime, dt, stateTime) end
output:
## Breakdown
The provided code defines a method named `OffTick` within a class called `BaseState`. Let's break down the code step by step:
1. **Functi... |
important code input to explain step by step:
--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 MoneyModule = require... |
Start by breaking down the code basically step by step:
-- Define the function to open or close the window with gene-alike effect
local function toggleWindow()
if window.Visible then
window.Visible = false
opened.Visible = false
-- Close the window by tweening back to the button position and size
window:TweenS... |
important code input to explain step by step:
--Repilee 4/21/19
--This script will make any player who is not sitting in the car and doors/windows not opened will muffle.
local body = script.CarSeat.Value
body.MP.OutsideSound.Volume = body.Parent.DriveSeat.Values.MusicVolume.Value
wait(0.1)
body.MP.Sound.Volume = 0
w... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-- ROBLOX TODO: declared as an opaque type in flowtype: https://github.com/facebook/flow/blob/422821fd42c09c3ef609c60516fe754b601ea205/lib/react.js#L182
export type React_Portal = any
export type Reac... |
code to explain:
--------RIGHT DOOR 1--------
game.Workspace.doorright.l71.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l11.BrickColor = BrickColor.new(102)
game.Workspace.doorright.l12.BrickColor = BrickColor.new(102)
game.Workspace.doorright.l13.BrickColor = BrickColor.new(102)
game.Workspace.doorright.... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--// F key, HornOn
mouse.KeyDown:connect(function(key)
if key == "f" then
veh.Lightbar.middle.Airhorn:Play()
veh.Lightbar.middle.Wail.Volume = 0
veh.Lightbar.middle.Yelp.Volume = 0
veh.Lightbar.middle.Priority.V... |
important code input to explain step by step:
--[[
Creates a new promise that receives the result of this promise.
The given callbacks are invoked depending on that result.
]]
function Promise.prototype:_andThen(traceback, successHandler, failureHandler)
self._unhandledRejection = false
-- Create a new promise to... |
code to explain:
-- Tweens volume for more dynamic shut off
local function TweenVolume(FromVolume, ToVolume, Duration, ShouldStopAfterTween)
local CurrentSession = math.random(0, 9999999)
IsTweeningVolumeSession = CurrentSession
for i = 0, 1, 1 / (Duration / 0.03) do
if IsTweeningVolumeSession ~= CurrentSession th... |
Start by breaking down the code basically step by step:
--health.Changed:connect(function()
--root.Velocity = Vector3.new(0,5000,0)
--end)
local anims = {}
local lastAttack = tick()
local target, targetType
local lastLock = tick()
local fleshDamage = 100
local structureDamage = 250
local path = nil
for _, animObj... |
query code to breakdown:
--[[Muffins variables]]
local CurrKickdown = 0
local LaunchBuild = _Tune.IdleRPM
local Rev = script.Parent.Values.RPM
script.Parent.DriveMode.Changed:Connect(function()
if script.Parent.DriveMode.Value == "SportPlus" then
if _Tune.TCSEnabled and _IsOn then
_TCS = false
end
else
if ... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
----- Water particle handler -----
function waterOutput()
if script.Parent.ColdOn.Value == false and script.Parent.HotOn.Value == false then
showerHead.Enabled = false
showerSound:Stop()
else
showerHead.Enabled ... |
code to explain:
-- attempt at welding
script.Parent.Equipped:connect(function()
local weld1 = Instance.new("WeldConstraint")
weld1.Parent = script.Parent.Parent:FindFirstChild("RightLowerArm")
weld1.Part0 = script.Parent.Right.BandR
script.Parent.Right.BandR.CFrame = script.Parent.Parent:FindFirstChild("RightLower... |
code:
-- Join or leave a special feature such as a Dropdown or Menu
function Icon:join(parentIcon, featureName, dontUpdate)
if self._parentIcon then
self:leave()
end
local newFeatureName = (featureName and featureName:lower()) or "dropdown"
local beforeName = "before" .. featureName:sub(1, 1):upper() .. featureNa... |
query code to breakdown:
-- Modules
local ReplicatedModuleScripts = ReplicatedStorage:FindFirstChild("ModuleScripts")
local RaceManager = require(ReplicatedModuleScripts:FindFirstChild("RaceManager"))
local displayValues = ReplicatedStorage:WaitForChild("DisplayValues")
local timer = displayValues:WaitForChild("TimeLe... |
query code to breakdown:
--// Functions
function Weld(L_53_arg1, L_54_arg2, L_55_arg3)
local L_56_ = Instance.new("Motor6D", L_53_arg1)
L_56_.Part0 = L_53_arg1
L_56_.Part1 = L_54_arg2
L_56_.Name = L_53_arg1.Name
L_56_.C0 = L_55_arg3 or L_53_arg1.CFrame:inverse() * L_54_arg2.CFrame
return L_56_
end
code breakdow... |
Start by breaking down the code basically step by step:
--
--
Monster:Initialize()
Monster:InitializeUnique()
while true do
if not Monster:IsAlive() then
if Data.IsDead == false then
Data.IsDead = true
Data.TimeOfDeath = tick()
Self.Died:Fire()
end
if Data.IsDead == true then
task.wait(0.5)
for i... |
code to explain:
-- EVENTS
SLING.Parent.ChildAdded:connect(function(newChild)
print("Child Added")
if newChild.Name:lower() == WEP_NAME:lower() then
for i, v in pairs(SLING:GetChildren()) do
if v.Name == "Glock" then
if v:FindFirstChild("Decal") then
for _, decal in pairs(v:GetChildren()) do
if de... |
code:
-- Formerly getCurrentCameraMode, this function resolves developer and user camera control settings to
-- decide which camera control module should be instantiated. The old method of converting redundant enum types
function CameraModule:GetCameraControlChoice()
local player = Players.LocalPlayer
if player then... |
code:
-- t: a runtime typechecker for Roblox
local t = {}
function t.type(typeName)
return function(value)
local valueType = type(value)
if valueType == typeName then
return true
else
return false, string.format("%s expected, got %s", typeName, valueType)
end
end
end
function t.typeof(typeName)
retu... |
code:
--This sound plays when it falls onto the ground, gets hit, or when someone touches it.
--SOOO easy.
function onTouched(hit)
script.Parent.RAH:play()
end
script.Parent.Touched:connect(onTouched)
explanation of the code:
## Breakdown
The provided code is a simple script in Luau, the programming language used i... |
code to explain:
-- Hologram announcements
-- JuzzbyXfalcon
-- 23 Nov. 2013
Interval = 5
Content = script.Parent.Base.Content
Footer = script.Parent.Base.Footer
Title = script.Parent.Base.Title
CurIndex = 0
MaxIndex = 1
function Update()
local function AnimateOut()
Title:TweenPosition(UDim2.new(0, 0, 0, -50), "Ou... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-- Called when a new character model is created
local function onCharacterAdded(character)
local humanoid = character:WaitForChild("Humanoid")
local humanoidRootPart = character:WaitForChild("HumanoidRootPart")
local ... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-- Mobile Input
local function GetMobileInput(step)
-- Declare & initialize new control inputs
local yaw, pitch, boost = 0, 0, 0
yaw = guiController.Yaw
pitch = -guiController.Pitch
boost = ((UpdateBoost(guiControl... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-- SETUP ICON TEMPLATE
local topbarPlusGui = Instance.new("ScreenGui")
topbarPlusGui.Enabled = true
topbarPlusGui.DisplayOrder = 0
topbarPlusGui.IgnoreGuiInset = true
topbarPlusGui.ResetOnSpawn = false
topbarPlusGui.Name... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--[[ Functions of BaseCamera that are overridden by OrbitalCamera ]]
--
function OrbitalCamera:GetCameraToSubjectDistance()
return self.curDistance
end
function OrbitalCamera:SetCameraToSubjectDista... |
code:
--[[Driving Aids]]
--
Tune.ABS = true -- Avoids brakes locking up, reducing risk of lowside
Tune.ABSThreshold = 30 -- Slip speed allowed before ABS starts working (in SPS)
Tune.TCS = true -- Avoids wheelspin, reducing risk of highsides
Tune.TCSThreshold = 30 -- Slip speed allowed before TCS starts working (in SP... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--!strict
local findOr = require(script.Parent.findOr)
local slice = require(script.Parent.slice)
type Array<T> = { [number]: T }
type Pattern = string | Array<string>
local function split(str: str... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--EnteredCode
local Digit1 = Object.Parent.Parent.Digit1Panel.DigitNumber
local Digit2 = Object.Parent.Parent.Digit2Panel.DigitNumber
local Digit3 = Object.Parent.Parent.Digit3Panel.DigitNumber
local ... |
important code input to explain step by step:
--TheNexusAvenger
--Creates buffer and non-buffer rockets.
local RocketCreator = {}
local Resources = require(script.Parent)
local RocketScript = script:WaitForChild("RocketScript")
local PlayerDamagerScript = Resources:GetResource("PlayerDamager")
local ConfigurationScr... |
input_code:
--[[Weight and CG]]
--
Tune.Weight = 100 + 160 -- Bike weight in LBS
Tune.WeightBrickSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable)
--[[Width]]
3,
--[[Height]]
3,
--[[Length]]
8,
}
Tune.WeightDistribution = 50 -- Weight distribution (0 - on rear wheels, 100 - on front ... |
Breakdown this code:
-- Enable tool or plugin
if Mode == "Plugin" then
-- Set the UI root
UIContainer = CoreGui
-- Create the toolbar button
PluginButton = Plugin:CreateToolbar("Building Tools by F3X")
:CreateButton("Building Tools by F3X", "Building Tools by F3X", Assets.PluginIcon)
-- Connect the button to t... |
code instruction:
-- Ensures that 'expected' is of type 'number'
local function ensureExpectedIsNumber(expected: any, matcherName: string, options: MatcherHintOptions?): ()
-- ROBLOX deviation: we do not support a "bigint" type
if typeof(expected) ~= "number" then
-- Prepend maybe not only for backward compatibilit... |
important code input to explain step by step:
-- Add script when player is added
game.Players.PlayerAdded:connect(function(player)
addMyLocalScript(player)
end)
output:
## Breakdown
The provided Luau script is designed to execute a specific function when a new player joins a Roblox game. Here’s a step-by-step break... |
query code to breakdown:
--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.ReplicatedStorage.Source.M... |
important code input to explain step by step:
-- Provide functionality to the local API endpoint instance
SyncAPI.OnInvoke = function(...)
-- Route requests to server endpoint if in filter mode
if not RunService:IsServer() then
return ServerEndpoint:InvokeServer(...)
-- Perform requests locally if working locally... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-- returns the tangent vector in the direction of the path made by the bezier at t
-- in order to get a derivative of a Bezier, you need at least 2 points in the Bezier
function Bezier:CalculateDeriva... |
important code input to explain step by step:
--[[
Adds a new context entry to this component's context table (which will be
passed down to child components).
]]
function Component:__addContext(key, value)
if config.internalTypeChecks then
internalAssert(Type.of(self) == Type.StatefulComponentInstance, "Invalid us... |
Breakdown this code:
-- Create a new ray info object.
-- This is just a utility alias with some extra type checking.
function FastCast.newBehavior(): FastCastBehavior
-- raycastParams, maxDistance, acceleration, canPierceFunction, cosmeticBulletTemplate, cosmeticBulletContainer, autoIgnoreBulletContainer
return {
R... |
code instruction:
--- subscribe the YouTube - PRO100zola 3k
local hum = script.Parent:WaitForChild("Humanoid")
local anim = hum:LoadAnimation(script:FindFirstChildOfClass("Animation"))
anim:Play()
anim.Looped = true
Sure. Here is a summary:
## Breakdown
The provided Luau script performs a series of actions to load ... |
important code input to explain step by step:
--//Logic
game.Workspace.Changed:connect(function(p) --
if p == "CurrentCamera" then
Camera = game.Workspace.CurrentCamera
if Blur and Blur.Parent then
Blur.Parent = Camera
else
Blur = Instance.new("BlurEffect", Camera)
end
end
end)
game:GetService("RunServ... |
important code input to explain step by step:
--Made by Superluck, Uploaded by FederalSignal_QCB.
--Made by Superluck, Uploaded by FederalSignal_QCB.
--Made by Superluck, Uploaded by FederalSignal_QCB.
function Cancel()
wait(0.1)
script.Timer.Disabled = true
script.Timer.Disabled = false
script.Parent.Parent.Sound.... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-- stops specific anim
function module.alreadPlayingAnim(name, hum, data)
local stop = data.stop or nil
local speed = data.speed or nil
local resume = data.resume or nil
local tim = data.tim or ni... |
query code to breakdown:
-- initial states
local Option = {
-- can modify object parents in the hierarchy
Modifiable = false,
-- can select objects
Selectable = true,
}
<<explaining>>
Of course, here is a step by step summary:
## Breakdown
The provided code snippet defines a Lua table named `Option` with two boo... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-- 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 ==... |
code:
-----------------------------------------------------------------------------------------------
local ButtonsFrame = script.Parent.Buttons
ButtonsFrame:WaitForChild("Speed")
local player = game.Players.LocalPlayer
local mouse = player:GetMouse()
local car = script.Parent.Car.Value
car.DriveSeat.HeadsUpDisplay ... |
Breakdown this code:
--Rescripted by Luckymaxer
Tool = script.Parent
Handle = Tool:WaitForChild("Handle")
Players = game:GetService("Players")
Debris = game:GetService("Debris")
BulletSpeed = Handle.BulletSpeed.Value
DisappearTime = Handle.BulletDisappearTime.Value
ReloadTime = Handle.ReloadTime.Value
BulletColor = ... |
code:
-- This loads from, or lazily creates, NumberValue objects for exposed parameters
local function LoadNumberValueParameters()
-- These initial values do not require change listeners since they are read only once
LoadOrCreateNumberValueParameter("InitialElevation", "NumberValue", nil)
LoadOrCreateNumberValuePara... |
Start by breaking down the code basically step by step:
--[[
Used for setting the default selection for a gamepad.
When mounted, this component will set its Parent as
`GuiService.SelectedObject` so that the gamepad has an element to interact
with by default.
Usage:
Roact.createElement("ImageButton", {
... |
Start by breaking down the code basically step by step:
--[[Controls]]
--
Tune.Peripherals = {
MSteerWidth = 67, -- Mouse steering control width (0 - 100% of screen width)
MSteerDZone = 10, -- Mouse steering deadzone (0 - 100%)
ControlLDZone = 15, -- Controller steering L-deadzone (0 - 100%)
ControlRDZone = 15, -... |
code instruction:
-- Roblox character sound script
local Players = game:GetService("Players")
local RunService = game:GetService("RunService")
local FootstepsSoundGroup = game:GetService("SoundService"):WaitForChild("Footsteps")
local SOUND_DATA = {
Climbing = {
SoundId = "rbxassetid://145180175",
Looped = true,... |
input_code:
-- MOVING PLATFORM SETTINGS - Edit the settings to change how the platform works.
moveDelay = 4 -- The delay (in seconds) for moving between destinations.
topSpeed = 20 -- The maximum speed that the platform can move at.
Sure. Here is a summary:
## Breakdown
The provided code snippet defines configurat... |
important code input to explain step by step:
--character limbs
local larm
local rarm
local lleg
local rleg
local head
local torso
local hrp
code breakdown:
## Breakdown
The provided code snippet defines local variables intended to represent the main body parts of a Roblox character. Each variable is declared but no... |
Start by breaking down the code basically step by step:
--------------------[ GUI SETUP FUNCTION ]--------------------------------------------
function convertKey(Key)
if Key == string.char(8) then
return "BKSPCE"
elseif Key == string.char(9) then
return "TAB"
elseif Key == string.char(13) then
return "ENTER"... |
important code input to explain step by step:
--------
local HitboxObject = {}
local Hitbox = {}
Hitbox.__index = Hitbox
function Hitbox:__tostring()
return string.format("Hitbox for instance %s [%s]", self.object.Name, self.object.ClassName)
end
function HitboxObject:new()
return setmetatable({}, Hitbox)
end
func... |
important code input to explain step by step:
--[[ FUNCTIONS ]]
local function lerpLength(msg, min, max)
if FFlagUserChatNewMessageLengthCheck2 then
return min + (max - min) * math.min(getMessageLength(msg) / 75.0, 1.0)
else
return min + (max - min) * math.min(string.len(msg) / 75.0, 1.0)
end
end
local functio... |
code:
-------------------------
while true do
R.BrickColor = BrickColor.new("Neon orange")
wait(0.5)
R.BrickColor = BrickColor.new("Really black")
wait(0.5)
end
step by step breakdown/explanation:
## Breakdown
The provided Luau script is designed to change the color of a part named "R" in a Roblox game environme... |
query code to breakdown:
-- Define the original size and position of each button
local originalSizes = {}
local originalPositions = {}
for _, button in pairs(buttons) do
originalSizes[button] = button.Size
originalPositions[button] = button.Position
end
code breakdown:
## Breakdown
The provided Lua code snippet p... |
Start by breaking down the code basically step by step:
Rocket.CanCollide = false
Tool.Note:clone().Parent = Rocket
Tool.RocketScript:clone().Parent = Rocket
--Tool.Explosion:clone().Parent = Rocket
--Tool.Swoosh:clone().Parent = Rocket
function fire(vTarget)
local vCharacter = Tool.Parent
local vHandle = Tool:... |
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__Parent__2 = script.Parent
local l__TweenService__3 = game:GetService("TweenService")
local v4 = TweenInfo.new(6, Enum.EasingStyle.Linear, Enum.Eas... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--[=[
Like Blend.Spring, but for AccelTween
@param source any -- Source observable (or convertable)
@param acceleration any -- Source acceleration (or convertable)
@return Observable
]=]
function Blend.AccelTween(so... |
input_code:
--[[
Returns true if the window is breached
]]
function Window:_isBreached()
return self._state == Constants.State.Window.Breached
end
step by step breakdown/explanation:
## Breakdown
The provided code defines a method named `_isBreached` for a class called `Window`. This method checks whether the wind... |
important code input to explain step by step:
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take
Cooldown = 5 -- cooldown for use of the tool again
BoneModelName = "Bone rain" -- name the zone model
HumanoidName = "Humanoid" -- the name of player or mob u want to damage
e... |
code to explain:
-- << EVENT HANLDER >>
function module:New(eventName, parent, ...)
local bindable = Instance.new("BindableEvent")
module[eventName](bindable, parent, ...)
bindable.Parent = parent
return bindable
end
return module
output_code:
## Breakdown
The provided code defines a function `New` within a mod... |
Breakdown this code:
--Properties do not update in realtime here
--i.e. You can't change explosion properties at any time beyond the initial function execution
local LightningBolt = require(script.Parent)
local LightningSparks = require(script.Parent.LightningSparks)
local rng_v = Random.new()
local clock = os.clock
... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
---Set Interpolated Camera
function module.SetCamera(Player, Target)
local camera = workspace.CurrentCamera
camera.CameraType = Enum.CameraType.Scriptable
local tween = TweenService:Create(camera,... |
code:
-- public methods
function region3:castPoint(point)
local direction = self.centroid - point
return gjk(self.input, { point }, self.support, support.point, direction)
end
function region3:castPart(part)
local against = classify(part)
local direction = self.centroid - against.centroid
return gjk(self.input, ... |
Start by breaking down the code basically step by step:
--[[Engine]]
--Torque Curve
Tune.Horsepower = 300 -- [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 re... |
query code to breakdown:
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
function AddGamepass(player, gamepassId)
--- Variables
local playerId = player.UserId
local pl... |
input_code:
--This module is for any client FX related to the Teleporter A's door
local DoorFX = {}
local tweenService = game:GetService("TweenService")
local tweenInfo = TweenInfo.new(1, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut)
function DoorFX.OPEN(door)
if not door then
return
end
tweenService:Cre... |
Start by breaking down the code basically step by step:
-- Increases the spread based on spread intensity
function SpreadSimulator:IncreaseSpread()
self.currentSpread = math.clamp(self.currentSpread + self.spreadIntensity, self.minSpread, self.maxSpread)
end
Sure, let's break it down:
## Breakdown
The provided code... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
------//Low Ready Animations
self.RightLowReady = CFrame.new(-1, 1.1, -0.5) * CFrame.Angles(math.rad(-30), math.rad(0), math.rad(0))
self.LeftLowReady = CFrame.new(1, 1, -0.9) * CFrame.Angles(math.rad... |
input_code:
--- Send text as the local user to remote server to be evaluated there.
function Dispatcher:Send(text, data)
if RunService:IsClient() == false then
error("Dispatcher:Send can only be called from the client.")
end
return self.Cmdr.RemoteFunction:InvokeServer(text, {
Data = data,
})
end
Sure, let's... |
important code input to explain step by step:
--// UI Tween Info
local L_155_ = TweenInfo.new(1, Enum.EasingStyle.Sine, Enum.EasingDirection.Out, 0, false, 0)
local L_156_ = {
TextTransparency = 1,
}
explanation of the code:
## Breakdown
The provided code snippet consists of two main parts: the creation of a `Twee... |
Breakdown this code:
--This is in order for the ingame clock to work
local dayLength = 35 --you can adjust this (24-34 recommended)
local cycleTime = dayLength * 60
local minutesInADay = 24 * 60
local lighting = game:GetService("Lighting")
local startTime = tick() - (lighting:getMinutesAfterMidnight() / minutesInAD... |
code:
-- declarations
local Torso = waitForChild(Figure, "Torso")
local LeftArm = waitForChild(Figure, "Left Arm")
local LeftLeg = waitForChild(Figure, "Left Leg")
local RightArm = waitForChild(Figure, "Right Arm")
local RightLeg = waitForChild(Figure, "Right Leg")
local Joints = {
{
"Right Shoulder",
Torso,
R... |
code to explain:
-- Modules / Directories --
local Dependencies = script.Dependencies
local Maid = require(Dependencies.Maid)
local InverseKinematics = require(Dependencies.InverseKinematics)
local IK_Parts = Dependencies.IK_Parts
local LegController = {}
LegController.__index = LegController
function LegController.n... |
Start by breaking down the code basically step by step:
--Rescripted by Luckymaxer
Particle = script.Parent
Duration = Particle:WaitForChild("Duration")
wait(Duration.Value)
Particle.Enabled = false
step by step breakdown/explanation:
## Breakdown
The provided Luau script is designed to disable a particle effect... |
code instruction:
--[=[
Returns whether the object is a ValueObject class
@param value any
@return boolean
]=]
function ValueObject.isValueObject(value)
return type(value) == "table" and getmetatable(value) == ValueObject
end
result breakdown output:
## Breakdown
The provided code defines a function named `isVal... |
query code to breakdown:
-- Converts a Vector3 in CIELAB space to a Color3 in RGB space.
-- The Color3 will be clamped by default unless specified otherwise.
function Oklab.from(lab: Vector3, unclamped: boolean?): Color3
local lRoot = lab.X + lab.Y * 0.3963377774 + lab.Z * 0.2158037573
local mRoot = lab.X - lab.Y * 0... |
code:
-----------------
--| Variables |--
-----------------
local DebrisService = game:GetService("Debris")
local PlayersService = game:GetService("Players")
local MyPlayer = script:FindFirstAncestorOfClass("Player")
local Tool = MyPlayer.Backpack:FindFirstChild("RocketLauncher") or MyPlayer.Character:FindFirstChild... |
input_code:
-- LOCALS --
local Camera = game.Workspace.CurrentCamera
local Player = game.Players.LocalPlayer
Sure. Here is a summary:
## Breakdown
The provided code snippet defines and initializes two local variables, `Camera` and `Player`, within a Roblox Luau script. Here's a step-by-step breakdown of what each l... |
code to explain:
--[[
Assert that our functoid expectation value throws an error when called.
An optional error message can be passed to assert that the error message
contains the given value.
]]
function Expectation:throw(messageSubstring)
local ok, err = pcall(self.value)
local result = ok ~= self.successConditi... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--------------------[ MATH FUNCTIONS ]------------------------------------------------
function RAND(Min, Max, Accuracy)
local Inverse = 1 / (Accuracy or 1)
return (math.random(Min * Inverse, Max *... |
code instruction:
--[[ FUNCTIONS ]]
local function lerpLength(msg, min, max)
return min + (max - min) * math.min(getMessageLength(msg) / 75.0, 1.0)
end
local function createFifo()
local this = {}
this.data = {}
local emptyEvent = Instance.new("BindableEvent")
this.Emptied = emptyEvent.Event
function this:Size... |
Breakdown this code:
--
script.Parent.Handle3.Hinge1.Transparency = 0
script.Parent.Handle3.Interactive1.Transparency = 0
script.Parent.Handle3.Part1.Transparency = 0
script.Parent.Parent.Parent.Flushoo.FlushScript.Disabled = false
wait(0.06)
script.Parent.Handle1.Hinge1.Transparency = 1
script.Parent.Handle1.Interacti... |
important code input to explain step by step:
-- FUNCTIONS --
return function(Action, ...)
local Args = { ... }
if Action == "Splash" then
local TargetPosition = Args[1]
local WaterPart = Args[2]
local splashAttachment = Instance.new("Attachment")
splashAttachment.Parent = WaterPart
splashAttachment.World... |
query code to breakdown:
--///////////////////////// Constructors
--//////////////////////////////////////
function module.new(vChatService, name)
local obj = setmetatable({}, methods)
obj.ChatService = vChatService
obj.PlayerObj = nil
obj.Name = name
obj.ExtraData = {}
obj.Channels = {}
obj.MutedSpeakers =... |
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