text stringlengths 54 19.6k |
|---|
query code to breakdown:
--Data
export type SubtitleData = {
Time: number?,
Duration: number?,
Message: string,
MessageColor: Color3?,
Speaker: string?,
SpeakerModifier: string?,
SpeakerDisplayName: string?,
SpeakerColor: Color3?,
Level: string | number?,
Macro: string?,
}
export type SubtitleSpeaker = {
Co... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-- local script inside the tool called Egg
local tool = script.Parent
local player = game.Players.LocalPlayer
local mouse = player:GetMouse()
local function onRightClick()
local weapon = game.Server... |
important code input to explain step by step:
--use this to determine if you want this human to be harmed or not, returns boolean
function checkTeams(otherHuman)
return not (sameTeam(otherHuman) and not FriendlyFire)
end
function onHandleTouched(part)
if not AttackDamaging then
return
end
if part:IsDescendantOf(... |
code instruction:
-- functions
function stopAllAnimations()
local oldAnim = currentAnim
-- return to idle if finishing an emote
if emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false then
oldAnim = "idle"
end
currentAnim = ""
currentAnimInstance = nil
if currentAnimKeyframeHandler ~= nil then
curr... |
important code input to explain step by step:
-- Remade by Truenus
wait(0.05)
local car = script.Parent.Parent.Car.Value
local GBrake = script.Parent.Parent.Values.Brake
function on()
car.Body.Lights.RN.BrickColor = BrickColor.New("Maroon")
car.Body.Lights.RN.Material = Enum.Material.Neon
car.Body.Lights.Light.Mater... |
code to explain:
-- Handle remote functions/events
function runStarting(player)
if player.Character then
if player.Character:FindFirstChild("FastStartScript") then
player.Character.FastStartScript.Disabled = false
end
end
end
game.ReplicatedStorage.RemoteEvents.RunStarting.OnServerEvent:connect(runStarting)
l... |
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 ClassInformationTable =
require(game.Replicated... |
code instruction:
--EDIT BELOW----------------------------------------------------------------------
settings.PianoSoundRange = 85
settings.KeyAesthetics = true
settings.PianoSounds = {
"683394510",
"683394596",
"683394650",
"683394707",
"683394742",
"683394782",
}
explanation:
## Breakdown
The provided code... |
code instruction:
--[[
Server Module
--]]
local Settings = { --, not ; ? | server module!!
BulletHoleTexture = "http://www.roblox.com/asset/?id=64291961",
Damage = { 30, 39 },
OneHanded = false, --DONT USE YET
FakeArms = true,
FakeArmTransparency = 0,
RightPos = CFrame.new(-1, 0.7, 0.45) * CFrame.Angles(math.ra... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-- // WHILE LOOP
while true do
local Sprinting = Shadow:GetAttribute("Sprinting")
if Sprinting == false then
Debounce = false
SprintAnim:Stop()
elseif Sprinting == true then
if not Debounce then
Debounce = t... |
input_code:
--// Ammo Settings
Ammo = 33
StoredAmmo = 20
MagCount = math.huge -- If you want infinate ammo, set to math.huge EX. MagCount = math.huge;
ExplosiveAmmo = 3
output:
## Breakdown
The provided code defines a set of variables that are likely used to configure the ammunition settings in a game. Here’s a ste... |
code instruction:
--[[
CameraShakePresets.Bump
CameraShakePresets.Explosion
CameraShakePresets.Earthquake
CameraShakePresets.BadTrip
CameraShakePresets.HandheldCamera
CameraShakePresets.Vibration
CameraShakePresets.RoughDriving
--]]
local CameraShakeInstance = require(script.Parent.CameraShakeInstance)
loc... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--[[*
* Fast paths for creating regular expressions for common glob patterns.
* This can significantly speed up processing and has very little downside
* impact when none of the fast paths match.
]]
parse.fastpaths ... |
important code input to explain step by step:
--[[Controls]]
local _CTRL = _Tune.Controls
local Controls = Instance.new("Folder", script.Parent)
Controls.Name = "Controls"
for i, v in pairs(_CTRL) do
local a = Instance.new("StringValue", Controls)
a.Name = i
a.Value = v.Name
a.Changed:connect(function()
if i == ... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--[[Transmission]]
Tune.TransModes = { "Semi" } --[[
[Modes]
"Auto" : Automatic shifting
"Semi" : Clutchless manual shifting, dual clutch transmission
"Manual" : Manual shifting with clutch
... |
input_code:
-- Display name in report when matcher fails same as in snapshot file,
-- but with optional hint argument in bold weight.
local function printSnapshotName(concatenatedBlockNames_: string?, hint_: string?, count: number): string
local concatenatedBlockNames = if concatenatedBlockNames_ then concatenatedBloc... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--This device is entirely open-source.
Light = script.Parent.Light
Scanner = script.Parent.Scanner
Host = script.Parent.Parent.Parent.Events.DoorOpen
function verify(card)
if card == nil then
ret... |
code to explain:
--[[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 Dampening)
Tune.FSusLength = 2.... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--[[ @brief Pulls all key-value pairs from 'draw' so long as they don't already exist in 'origin'.
@param origin The table to modify (this is in-place).
@param draw The table to pull into 'o... |
code:
--------LIGHTED RECTANGLES--------
game.Workspace.pillar1.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.pillar2.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.pillar3.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.pi... |
code instruction:
--[=[
@return Promise
Starts Knit. Should only be called once.
Optionally, `KnitOptions` can be passed in order to set
Knit's custom configurations.
:::caution
Be sure that all services have been created _before_
calling `Start`. Services cannot be added later.
:::
```lua
Knit.Start():and... |
query code to breakdown:
-- settings.AntiHumanoidDeletion and settings.ProtectHats have been superseded Workspace.RejectCharacterDeletions
settings.AntiSpeed = true -- (Client-Sided) Attempts to detect speed exploits
settings.AntiBuildingTools = false -- (Client-Sided) Attempts to detect any HopperBin(s)/Building Tool... |
code instruction:
-- When supplied, legacyCameraType is used and cameraMovementMode is ignored (should be nil anyways)
-- Next, if userCameraCreator is passed in, that is used as the cameraCreator
function CameraModule:ActivateCameraController(cameraMovementMode, legacyCameraType: Enum.CameraType?)
local newCameraCrea... |
Breakdown this code:
--Rescripted by Luckymaxer
Tool = script.Parent
Handle = Tool:WaitForChild("Handle")
Players = game:GetService("Players")
Sounds = {
CoilSound = Handle:WaitForChild("CoilSound"),
}
Gravity = 196.20
JumpHeightPercentage = 0.25
ToolEquipped = false
function GetAllConnectedParts(Object)
local ... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--//Weight//--
local VehicleWeight = 1700 --{Weight of vehicle in KG}
local WeightDistribution = 60 --{To the rear}
explanation of the code:
## Breakdown
The provided Luau code snippet defines two local variables that... |
Start by breaking down the code basically step by step:
--//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:Disc... |
Breakdown this code:
--Editable--
local ID = 10862419793 --Your animation ID!--
local RunningSpeed = 25 --Running speed--
local NormalSpeed = 16 --Normal speed/walkspeed--
local FieldOfView = 80 --Field of view when running--
local key = "LeftShift" --Sprint/Run key--
step by step breakdown/explanation:
## Breakdown
... |
Breakdown this code:
--[=[
@within Matter
:::info Topologically-aware function
This function is only usable if called within the context of [`Loop:begin`](/api/Loop#begin).
:::
Utility for easy time-based throttling.
Accepts a duration, and returns `true` if it has been that long since the last time this funct... |
important code input to explain step by step:
--[=[
@param name string
@param enums {string}
@return EnumList
Constructs a new EnumList.
```lua
local directions = EnumList.new("Directions", {
"Up",
"Down",
"Left",
"Right",
})
local direction = directions.Up
```
]=]
function EnumList.new(name: string,... |
Breakdown this code:
---Strobe SCRIPT, DO NOT EDIT!---
for i, v in pairs(game.workspace.PLights:GetChildren()) do
spawn(function()
while true do
v.MLSelling.Dimmer:Invoke(180)
wait(0.005)
v.MLSelling.Dimmer:Invoke(0)
wait(0.005)
end
end)
end
<<explaining>>
Of course, here is a step by step summary:... |
code instruction:
---------------------------------------------------------------------------------------
local customMenuFieldOfView = defaultMenuFieldOfView * configuration.MenuFieldOfView.Value
local customMenuBlurIntesity = defaultMenuBlurIntensity / configuration.MenuBlurIntensity.Value
local customMenuMusicVolu... |
Start by breaking down the code basically step by step:
-- Properties
BillboardGui.Parent = script.Parent.Parent.Parent.OwnerPart
BillboardGui.LightInfluence = 1
BillboardGui.Size = UDim2.new(0, 200, 0, 50)
BillboardGui.StudsOffset = Vector3.new(0, 2, 0)
BillboardGui.MaxDistance = 25
TextBox.Parent = BillboardGui
Tex... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--FireServer
script.Parent.OnServerEvent:connect(function(pl, Fnc, ...)
F[Fnc](...)
end)
step by step breakdown/explanation:
## Breakdown
The code snippet provided is a Roblox Lua script designed to handle events sen... |
code:
--!strict
-- https://programming-idioms.org/idiom/19/reverse-a-list/1314/lua
type Array<T> = { [number]: any }
function reverse(t: Array<any>): Array<any>
local n = #t
local i = 1
while i < n do
t[i], t[n] = t[n], t[i]
i = i + 1
n = n - 1
end
return t
end
return reverse
Sure. Here is a summary:
## B... |
Start by breaking down the code basically step by step:
--[[*
* Helpers
]]
local function expandRange(args: Array<any>, options)
if typeof(options.expandRange) == "function" then
return options.expandRange(table.unpack(args), options)
end
Array.sort(args)
local value = ("[%s]"):format(Array.join(args, "-"))
... |
important code input to explain step by step:
--[[
LOWGames Studios
Date: 27 October 2022
by Elder
]]
--
local u1 = nil
coroutine.wrap(function()
u1 = require(game.ReplicatedStorage:WaitForChild("Framework"):WaitForChild("Library"))
end)()
return function(p1, p2)
local v1 = nil
if type(p1) == "boolean" then
... |
code to explain:
--Made by Luckymaxer
Model = script.Parent
Players = game:GetService("Players")
Debris = game:GetService("Debris")
Creator = Model:FindFirstChild("Creator")
Tool = Model:FindFirstChild("Tool")
function DestroyModel()
Debris:AddItem(Model, 2)
end
if
not Creator
or not Creator.Value
or not Creat... |
code to explain:
--EDIT BELOW----------------------------------------------------------------------
settings.PianoSoundRange = 25
settings.KeyAesthetics = true
settings.PianoSounds = {
"269058581",
"269058744",
"269058842",
"269058899",
"269058974",
"269059048",
}
<<explaining>>
Of course, here is a step by s... |
Start by breaking down the code basically step by step:
--[=[
Mounts children to the parent and returns an object which will cleanup and delete
all children when removed.
Note that this effectively recursively mounts children and their values, which is
the heart of the reactive tree.
```lua
Blend.New "ScreenGui... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-- Set the rotation:
function CamLock.SetRotation(horizontal, vertical)
SetRotation(horizontal, vertical)
end
explanation of the code:
## Breakdown
The provided code defines a function `SetRotatio... |
code:
--Change this section to add or remove admins by their UserID.
--Parts of the admin panel can be disabled for certain users.
--To find a player's ID, go to their profile and look in the address bar. The number there is your ID.
_G.panelAdmins = {
[game.CreatorId] = "kick ban unban shutdown kill broadcast", --Giv... |
query code to breakdown:
--[[
streamable = Streamable.new(parent: Instance, childName: string)
streamable:Observe(handler: (child: Instance, maid: Maid) -> void): Connection
streamable:Destroy()
--]]
local Maid = require(script.Parent.Maid)
local Signal = require(script.Parent.Signal)
local Thread = require(scri... |
code to explain:
--Simply put it inside any model with bricks inside
local prev
local parts = script.Parent:GetChildren()
for i = 1, #parts do
if
(parts[i].className == "Part")
or (parts[i].className == "WedgePart")
or (parts[i].className == "Seat")
or (parts[i].className == "VehicleSeat")
or (parts[i].cla... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--[[
Creates a new copy of the dictionary and sets a value inside it.
]]
function Immutable.Set(dictionary, key, value)
local new = {}
for key, value in pairs(dictionary) do
new[key] = value
end
new[key] = value... |
important code input to explain step by step:
------------------------------------------------------------------------
-- handle locals, globals and upvalues and related processing
-- * search mechanism is recursive, calls itself to search parents
-- * used only in singlevar()
------------------------------------------... |
query code to breakdown:
--[=[
Provides a data storage facility with an ability to get sub-stores. So you can write
directly to this store, overwriting all children, or you can have more partial control
at children level. This minimizes accidently overwriting.
The big cost here is that we may leave keys that can't ... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-- @Context Client
-- Returns the character state script for your local client
function APICharacterState.GetCharacterState()
return localCharacterState
end
explanation:
## Breakdown
The provided code snippet is a fu... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-- Reload animation
function reload()
if not reloading then
reloading = true
updateAmmo()
local reloadTime = tankStats.ReloadTime.Value
Loaded = false
local Timer = 0
for i = 7, 1, -1 do
wait(reloadTim... |
input_code:
--[=[
Observes an attribute on an instance.
@param instance Instance
@param attributeName string
@param defaultValue any?
@return Observable<any>
]=]
function RxAttributeUtils.observeAttribute(instance, attributeName, defaultValue)
assert(typeof(instance) == "Instance", "Bad instance")
assert(type(at... |
query code to breakdown:
-- Use module to insert latest tool
local GetLatestTool = require(580330877)
if not GetLatestTool then
return
end
Sure. Here is a summary:
## Breakdown
The provided code is a script written in Luau, a variant of Lua used in Roblox, and it serves to interact with a module with a specific ID ... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-- WorldSpace -> ScreenSpace. Raw function taking a world position and giving you the
-- screen position.
function ScreenSpace.WorldToScreen(at)
local point = workspace.CurrentCamera.CoordinateFrame:... |
Start by breaking down the code basically step by step:
-- Exposed API:
local Rain = {}
Rain.CollisionMode = CollisionMode
function Rain:Enable(tweenInfo)
if tweenInfo ~= nil and typeof(tweenInfo) ~= "TweenInfo" then
error("bad argument #1 to 'Enable' (TweenInfo expected, got " .. typeof(tweenInfo) .. ")", 2)
en... |
input_code:
--[[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.Body.CarName.Value.VehicleSeat)
--Unanchor
wait()
UnAnchor(car)
Sure, let's break it down:
## Breakdown
The provided scrip... |
important code input to explain step by step:
--[[
Processes and returns an existing instance, with options for setting
properties, event handlers and other attributes on the instance.
]]
local applyInstanceProps = require(script.Parent.Parent.ObjectUtility).applyInstanceProps
local function Hydrate(target: Instanc... |
important code input to explain step by step:
-- Destroys this cache entirely. Use this when you don't need this cache object anymore.
function PartCacheStatic:Dispose()
assert(getmetatable(self) == PartCacheStatic, ERR_NOT_INSTANCE:format("Dispose", "PartCache.new"))
for i = 1, #self.Open do
self.Open[i]:Destroy()... |
Breakdown this code:
-- Core hotkeys
Hotkeys = {}
function AssignHotkey(Hotkey, Callback)
-- Assigns the given hotkey to `Callback`
-- Standardize enum-described hotkeys
if type(Hotkey) == "userdata" then
Hotkey = { Hotkey }
-- Standardize string-described hotkeys
elseif type(Hotkey) == "string" then
Hotkey... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-- Returns all screen GUI objects
function GuiController:getOtherScreenGuis()
local instances = Cryo.List.filter(self.player.PlayerGui:GetDescendants(), function(instance)
local isWhitelisted = false
for _, ref in i... |
important code input to explain step by step:
-- << VARIABLES >>
local memberships = {
nbc = Enum.MembershipType.None,
bc = Enum.MembershipType.BuildersClub,
tbc = Enum.MembershipType.TurboBuildersClub,
obc = Enum.MembershipType.OutrageousBuildersClub,
}
local materials = main.materials
step by step breakdown/ex... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--[[Brakes]]
Tune.ABSEnabled = true -- Implements ABS
Tune.ABSThreshold = 20 -- Slip speed allowed before ABS starts working (in SPS)
Tune.FBrakeForce = 2000 -- Front brake force
Tune.RBrakeForce = 2... |
Start by breaking down the code basically step by step:
-- @Context Client
-- Send a request to the server for a projectile to be created.
-- @param WeaponDefinition weaponDefinition
-- @param Vector3 position
-- @param Vector3 direction
function ProjectileReplication.SendProjectile(weaponDefinition, position, directio... |
query code to breakdown:
--
event.OnServerEvent:connect(function(player, what, where)
if player == owner then
if what == "throw" and canthrow and not canattack then
throwpos = where.p
end
if what == "skin" then
spraysound:Play()
skinnumber = skinnumber + 1
if skinnumber > table.getn(skins) then
s... |
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, ... |
input_code:
-- DrBaja/Braden_J
-- For BlueConX's use only. Unauthorized Redistribution is not allowed.
-- Please see the MAD Contract and Intellectual Property Rights for more information.
local players = game:GetService("Players")
local detectionAPI = {}
local rAPI = require(script:WaitForChild("RotatedRegion3"))
... |
Start by breaking down the code basically step by step:
--Output Cache
local CacheTorque = true
local HPCache = {}
local HPInc = 100
if CacheTorque then
for gear, ratio in pairs(_Tune.Ratios) do
local hpPlot = {}
for rpm = math.floor(_Tune.IdleRPM / HPInc), math.ceil((_Tune.Redline + 100) / HPInc) do
local tqP... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--[=[
@within TableUtil
@function Some
@param tbl table
@param callback (value: any, index: any, tbl: table) -> boolean
@return boolean
Returns `true` if the `callback` also returns `true` for _at least
one_ of t... |
code to explain:
----------------------------------------- Settings
local UIS = game:GetService("UserInputService")
local Player = game.Players.LocalPlayer
local Char = Player.Character or Player.CharacterAdded:Wait()
local Humanoid = Char:WaitForChild("Humanoid")
local NumJumps = 0
local canjump = false
Humanoid.Sta... |
query code to breakdown:
-- Image label default properties
defaults.ImageColor3 = "White"
defaults.ImageTransparency = 0
defaults.ImageRectOffset = "0,0"
defaults.ImageRectSize = "0,0"
<<explaining>>
Of course, here is a step by step summary:
## Breakdown
The provided Luau code snippet is intended to set default pro... |
important code input to explain step by step:
--[[
ADMIN POWERS
0 Player
1 VIP/Donor
2 Moderator
3 Administrator
4 Super Administrator
5 Owner
6 Game Creator
First table consists of the different variations of the command.
Second table consists of the description and an example of how to use it.
Third index... |
code to explain:
-- Camera mod
local Camera = require(cameraModule)
local lastUpCFrame = IDENTITYCF
Camera.UpVector = Vector3.new(0, 1, 0)
Camera.TransitionRate = 0.15
Camera.UpCFrame = IDENTITYCF
function Camera:GetUpVector(oldUpVector)
return oldUpVector
end
function Camera:CalculateUpCFrame()
local oldUpVecto... |
input_code:
-- Decompiled with the Synapse X Luau decompiler.
return {
Name = "teleport",
Aliases = { "tp" },
Description = "Teleports a player or set of players to one target.",
Group = "DefaultAdmin",
AutoExec = {
'alias "bring|Brings a player or set of players to you." teleport $1{players|players|The players... |
query code to breakdown:
--[[
___ _______ _
/ _ |____/ ___/ / ___ ____ ___ (_)__
/ __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-<
/_/ |_| \___/_//_/\_,_/___/___/_/___/
SecondLogic @ Inspare
]]
local FE = workspace.FilteringEnabled
local car = script.Parent.Car.Value
local handler = ... |
important code input to explain step by step:
--[[
How to add your own hat:
1) Move the Handle out of the Hat object.
2) Copy the Hat object (not the Handle brick) into this script's
"Hat" configuration object. Again, without the Handle.
3) Anchor, Lock and Can-Collide the Handle, and put it into this
model.
4) R... |
input_code:
-- Services
local PhysicsService = game:GetService("PhysicsService")
PhysicsService:CreateCollisionGroup("Players")
PhysicsService:CreateCollisionGroup("ActionParts")
PhysicsService:CollisionGroupSetCollidable("Players", "ActionParts", false)
Sure, let's break it down:
## Breakdown
The provided code us... |
code:
--execute this in the command bar
function search(root)
for i, v in pairs(root:GetChildren()) do
ypcall(function()
if v:IsA("Script") or v:IsA("ModuleScript") then
ypcall(function()
local count = 1
while v:FindFirstChild("Source" .. tostring(count)) do
v.Source = v.Source .. v["Source" .... |
input_code:
--[=[
Returns a promise that will resolve once the translator is loaded from the cloud.
@return Promise
]=]
function JSONTranslator:PromiseLoaded()
return self._promiseTranslator
end
code breakdown:
## Breakdown
The provided code defines a method `PromiseLoaded` for a class named `JSONTranslator`. Thi... |
code to explain:
-- Services
local Players = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Players = game:GetService("Players")
local GuiService = game:GetService("GuiService")
local UserInputService = game:GetService("UserInputService")
code breakdown:
## Breakdown
... |
important code input to explain step by step:
--[[
Setting up the Super Radio is auctually really easy.
Just move the Super Radio script to "game.ServerScriptService"
Next, go to your place''s profile page and click on "Configure Place"
Go to "Developer Products" and create a new product. Call it "Set Radio"
and s... |
code to explain:
--Antiremoval
function onRemove(i)
ra2 = ra
la2 = la
rl2 = rl
ll2 = ll
hd2 = hd
if wasUsed then
return
end
if i:IsA("BasePart") then
if i.Position.y < 0 then
return
end
if i == head then
head = i:clone()
head.Parent = char
head.BrickColor = bcolor
head.Material = material... |
important code input to explain step by step:
--[[
___ _______ _
/ _ |____/ ___/ / ___ ____ ___ (_)__
/ __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-<
/_/ |_| \___/_//_/\_,_/___/___/_/___/
SecondLogic @ Inspare
]]
script.Parent:WaitForChild("Speedo")
script.Parent:WaitForChild("Tac... |
code to explain:
--// F key, Horn
mouse.KeyDown:connect(function(key)
if key == "f" then
veh.Lightbar.middle.Airhorn:Play()
veh.Lightbar.middle.WailR.Volume = 0
veh.Lightbar.middle.YelpR.Volume = 0
veh.Lightbar.middle.PriorityR.Volume = 0
veh.Lightbar.middle.Wail.Volume = 0
veh.Lightbar.middle.Yelp.Volume ... |
code instruction:
-- Other local variables
local numCheckpoints = 0
local checkpoints = {}
local racers = {}
local winner = nil
explanation:
## Breakdown
The provided Lua script snippet defines four local variables to manage a race scenario in Roblox. Here's a step-by-step breakdown of what each line does:
1. `loca... |
query code to breakdown:
--Idk what i advise yet i has to test this first Self xD!
local cam_change = true -- if set to false it dont locks camera after pressing C
local Plane_Name = "----" --the plane name.. used for the GUI. U may use Detail Right here
local hydra = { left = 700, right = 700, total = 1400 }
local min... |
query code to breakdown:
--Made by Stickmasterluke ;D
sp = script.Parent
theface = "http://www.roblox.com/asset?id=103838612"
health = 80
textureclosed = "http://www.roblox.com/asset?id=103920391"
textureopen = "http://www.roblox.com/asset?id=103920471"
storedface = ""
local debris = game:GetService("Debris")
check ... |
code instruction:
-- makes you bigger everytime your strength icreases
game.Players.PlayerAdded:connect(function(player)
player.CharacterAdded:connect(function(Character)
local Humanoid = Character:FindFirstChild("Humanoid")
player.Character.Humanoid.BodyDepthScale.Value = player.leaderstats.strength.Value / 100 +... |
query code to breakdown:
-- can consist of Semi, Auto and Burst. Firing mode is selected in table order
stats.FiringModes = { "Semi" }
stats.BurstAmount = 0
stats.Range = 1337
stats.RPM = 60 * 4
stats.VerticalClimbMax = 0.7
stats.VerticalClimb = 0.25
return stats
explanation of the code:
## Breakdown
The provided L... |
Breakdown this code:
-----------------
--| Constants |--
-----------------
local BLAST_RADIUS = 6
local BLAST_PRESSURE = 500000
local IGNORE_LIST = { rocket = 1, handle = 1, effect = 1, water = 1 } -- Rocket will fly through things named these
explanation:
## Breakdown
The provided code sets up constants and an ign... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-- Create a new ray info object.
-- This is just a utility alias with some extra type checking.
function FastCast.newBehavior(): FastCastBehavior
-- raycastParams, maxDistance, acceleration, canPierc... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--Enum.SavedQualitySetting.Automatic
repeat
wait()
until game.Players.LocalPlayer
and game.Players.LocalPlayer.Character
and game.Players.LocalPlayer.Character:FindFirstChild("Head")
local Camera... |
code instruction:
-- If needed, use this event to know when the Premium modal is closed
MarketplaceService.PromptPremiumPurchaseFinished:Connect(function(player)
warn("Premium modal closed")
end)
output:
## Breakdown
The provided Luau script is designed to interact with the `MarketplaceService` in a Roblox game, sp... |
input_code:
---- DISCORD WEBHOOK CONFIG IS IN SERVERSCRIPTSERVICE (report)
sendbtn.MouseButton1Click:Connect(function()
if sendcheck == false then -- checks if it was sent recently
sendcheck = true
send:FireServer(message.Text, testage.Text, sendcheck) -- sends it to server from client (serverscriptservice)
sen... |
Start by breaking down the code basically step by step:
-- Navigate SubPages (using NavigateButtons)
local function navigateNewPage(page, oldPos, newPos, direction, instantTween)
local tweenTime
if instantTween then
tweenTime = 0
else
tweenTime = 0.3
end
local tweenInfo = TweenInfo.new(tweenTime, Enum.EasingSt... |
code instruction:
-- Make the main frame, which (mostly) covers the screen
MainFrame = NewGui("Frame", "Backpack")
MainFrame.Visible = false
MainFrame.Parent = RobloxGui
Sure, let's break it down:
## Breakdown
The provided code snippet is written in Luau, a variant of the Lua programming language used in Roblox for ... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--[=[
Errors if cancelled
]=]
function CancelToken:ErrorIfCancelled()
if not self.PromiseCancelled:IsPending() then
error("[CancelToken.ErrorIfCancelled] - Cancelled")
end
end
explanation of the code:
## Breakdown... |
input_code:
----------------------------------------------------------------------------
--- Prefab Basic Objects -------------------------------------------------
----------------------------------------------------------------------------
--Droplet holder
local ScreenBlock = Instance.new("Part")
ScreenBlock.Size = ... |
important code input to explain step by step:
-- Prunes any stories and test files that are included with the DevModule. These
-- are not needed at runtime.
local function prune(instance: Instance)
for _, descendant in ipairs(instance:GetDescendants()) do
local name = descendant.Name
if name:match(".story$") or na... |
input_code:
-- @outline // FUNCTIONS
function Module.CreateModel()
local Model = game.ReplicatedStorage.Assets.Models.Gun:Clone()
Model.Parent = game.Workspace
Module.Model = Model
end
Sure. Here is a summary:
## Breakdown
The provided code defines a function named `CreateModel` within a module script in Roblox... |
code:
--Original script by Luckymaxer
Model = script.Parent
local SoundLoop
local Whinny
sound = false
Players = game:GetService("Players")
Debris = game:GetService("Debris")
RunService = game:GetService("RunService")
Humanoid = Model:WaitForChild("Humanoid")
Humanoid.Health = Humanoid.MaxHealth
Seat = Model:WaitForC... |
Breakdown this code:
--// GUI Variables
local PlayerGUI = Player:WaitForChild("PlayerGui")
local MainUI = PlayerGUI:WaitForChild("MainUI")
local PetUI = MainUI.PetsFrame
local MultiDeleteFrame = PetUI.MultiDeleteFrame
function UpdatePetsInMultiDelete(num)
local amountofPets = tonumber(num) or #petsInMultiDelete
if t... |
Breakdown this code:
-- Function to handle player falling
local function handlePlayerFalling(player, floorPosition, previousPosition)
local fallDistance = (floorPosition - previousPosition).Magnitude
if fallDistance > MAX_FALL_DISTANCE then
local damage = calculateFallDamage(fallDistance)
-- Apply damage to the ... |
code to explain:
--// Load Order List
local LoadingOrder = {
--// Required by most modules
"Variables",
"Functions",
--// Core functionality
"Core",
"Remote",
"UI",
"Process",
--// Misc
"Anti",
}
<<explaining>>
Of course, here is a step by step summary:
## Breakdown
The provided Lua code defines a table ... |
Subsets and Splits
No community queries yet
The top public SQL queries from the community will appear here once available.