text stringlengths 54 19.6k |
|---|
Breakdown this code:
-- if not UserInputService.TouchEnabled then
self.activeMouseLockController = MouseLockController.new()
local toggleEvent = self.activeMouseLockController:GetBindableToggleEvent()
if toggleEvent then
toggleEvent:Connect(function()
self:OnMouseLockToggled()
end)
end
output_code:
## Breakdown
... |
code to explain:
-- Leaderboard
function loadLeaderstats(player)
local stats = Instance.new("IntValue")
stats.Name = "leaderstats"
local highScore = Instance.new("IntValue")
highScore.Name = "High Score"
highScore.Parent = stats
highScore.Value = 0
local currentScore = Instance.new("IntValue")
currentScore.Na... |
code instruction:
--Weld stuff here
MakeWeld(car.Misc.Wheel.W, car.DriveSeat, "Motor").Name = "W"
ModelWeld(car.Misc.Wheel.Parts, car.Misc.Wheel.W)
car.DriveSeat.ChildAdded:connect(function(child)
if
child.Name == "SeatWeld"
and child:IsA("Weld")
and game.Players:GetPlayerFromCharacter(child.Part1.Parent) ~= n... |
Breakdown this code:
--[[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, -- Controller steering R-deadzone (0... |
code to explain:
--None of this is mine...
Tool = script.Parent
local arms = nil
local torso = nil
local welds = {}
script.act.OnServerEvent:Connect(function()
wait(0.01)
local ui = script["if you delete this your scripts gonna break homes"]:Clone() --well done, now you know that you can delete this to not credit m... |
Breakdown this code:
--Serverside logic
Event.OnServerEvent:Connect(function(player, ExhaustParticle, FireBool)
print("ExhaustParticle")
if FireBool then
local RanNum = tostring(math.random(1, 3))
ExhaustPart["Backfire" .. RanNum]:Play()
ExhaustPart.PointLight.Enabled = true
ExhaustPart[ExhaustParticle].Enab... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-- These are functions responsible for animating how text enters. The functions are passed:
-- characters: A list of the characters to be animated.
-- animateAlpha: A value of 0 - 1 that represents th... |
Start by breaking down the code basically step by step:
--Control Mapping
Tune.Controls = {
--Keyboard Controls
--Mode Toggles
ToggleTCS = Enum.KeyCode.T,
ToggleABS = Enum.KeyCode.Y,
ToggleTransMode = Enum.KeyCode.M,
ToggleMouseDrive = Enum.KeyCode.R,
--Primary Controls
Throttle = Enum.KeyCode.Up,
Brake = En... |
Breakdown this code:
-- ROBLOX deviation: Function annotation for func omitted
local function fnNameFor(func)
-- Upstream code omitted for now but translated below:
--[[
if func.name then
return func.name
end
]]
-- ROBLOX TODO: (ADO-1258) Return more advanced function information, if
-- possible, by using ... |
Start by breaking down the code basically step by step:
--- Skill
local UIS = game:GetService("UserInputService")
local plr = game.Players.LocalPlayer
local Mouse = plr:GetMouse()
local Debounce = true
Player = game.Players.LocalPlayer
UIS.InputBegan:Connect(function(Input)
if
Input.KeyCode == Enum.KeyCode.Z
and ... |
code to explain:
------------------------------------------------------------------------------------------------
------------------------------------------------------------------------------------------------
------------------------------------------------------------------------------------------------
Compress_Mu... |
query code to breakdown:
--------| Variables |--------
local queue = {}
local datastoresCache = {}
local queueLastKey = 0
step by step breakdown/explanation:
## Breakdown
The provided code initializes three variables intended for use in a queue system and a datastores cache within a Roblox game environment usi... |
code instruction:
-------------------------
function DoorClose()
if Shaft00.MetalDoor.CanCollide == false then
Shaft00.MetalDoor.CanCollide = true
while Shaft00.MetalDoor.Transparency > 0.0 do
Shaft00.MetalDoor.Transparency = Shaft00.MetalDoor.Transparency - 0.1
wait(0.000001)
end
Car.BodyVelocity.veloci... |
Start by breaking down the code basically step by step:
-------------------------
function DoorClose()
if Shaft00.MetalDoor.CanCollide == false then
Shaft00.MetalDoor.CanCollide = true
while Shaft00.MetalDoor.Transparency > 0.0 do
Shaft00.MetalDoor.Transparency = Shaft00.MetalDoor.Transparency - 0.1
wait(0.0... |
code:
-- Navigation
for _, NavButton in pairs(Navigation:GetChildren()) do
if NavButton:IsA("TextButton") then
NavButton.MouseButton1Click:connect(function()
local CurrentIndex
local NextIndex
local NextFrame = NavButton.Name
if NextFrame ~= CurrentFrame and not Tweening then
for _, Button in pairs(... |
input_code:
-- Item usage system
function FindToolInHand()
if
players.LocalPlayer.Character
and players.LocalPlayer.Character:FindFirstChild("Humanoid")
and players.LocalPlayer.Character:FindFirstChild("HumanoidRootPart")
then
return players.LocalPlayer.Character:FindFirstChildOfClass("Tool")
end
end
functi... |
important code input to explain step by step:
--[[
Constructs and returns objects which can be used to model derived reactive
state.
]]
local Package = script.Parent.Parent
local Types = require(Package.Types)
local captureDependencies = require(Package.Dependencies.captureDependencies)
local initDependency = requir... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--Made by Luckymaxer
Tool = script.Parent
Handle = Tool:WaitForChild("Handle")
Players = game:GetService("Players")
RunService = game:GetService("RunService")
ServerControl = Tool:WaitForChild("Ser... |
input_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 not give... |
query code to breakdown:
--// Ammo Settings
Ammo = 7
StoredAmmo = 7
MagCount = math.huge -- If you want infinate ammo, set to math.huge EX. MagCount = math.huge;
ExplosiveAmmo = 3
explanation of the code:
## Breakdown
The provided code snippet is a simple configuration script for setting up ammo-related variables f... |
important code input to explain step by step:
-- RANK, RANK NAMES & SPECIFIC USERS
Ranks = {
{ 5, "Hotel Owner" },
{ 4, "Hotel Manager", { "", 0 } },
{ 3, "Hotel Worker", { "", 0 } },
{ 2, "Hotel Helper", { "", 0 } },
{ 1, "Hotel Desk", { "", 0 } },
{ 0, "Hotel Guest" },
}
code breakdown:
## Breakdown
The prov... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--local cameraModule = playerModule:GetCameras()
local camera = workspace.CurrentCamera
local avatarEditorFrame = avatarEditorGui.Main
local catalogFrame = avatarEditorFrame.Catalog
local viewerFram... |
code to explain:
-- Game Mode Overrides
_overrides.DEFAULT = {
game_mode_name = "DEFAULT",
override = true,
}
_overrides.DEATHMATCH = {
game_mode_name = "DEATHMATCH",
override = true,
respawn = true,
respawnTime = 5,
respawn_radius_lowest_fraction = 0.7, -- players will respawn between lowest_fraction and high... |
code to explain:
-- constants
local GUI = script.Parent
local SQUAD_GUI = GUI:WaitForChild("Squad")
local HEALTH_COLOR = Color3.fromRGB(80, 208, 45)
local DOWN_COLOR = Color3.fromRGB(216, 33, 33)
output:
## Breakdown
The provided code snippet is a section of a Roblox Luau script designed to define constants for a ... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--Actual script
game.Players.PlayerAdded:Connect(function(player)
player.CharacterAdded:Connect(function()
if script:FindFirstChild("SendDeathMessage") and script:FindFirstChild("DeathMessage") then
script:FindFirs... |
code:
--[[Susupension]]
Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled
--Front Suspension
Tune.FSusDamping = 500 -- Spring Dampening
Tune.FSusStiffness = 9000 -- Spring Force
Tune.FSusLength = 2 -- Suspension length (in studs)
Tune.FSusMaxExt = 0.2 -- Max E... |
code instruction:
--[=[
Flattens all the brios in one brio and combines them, and then switches it to
a brio so only the last state is valid.
@param observables { [any]: Observable<Brio<T>> | Observable<T> | T }
@param filter function | nil
@return Observable<Brio<{ [any]: T }>>
]=]
function RxBrioUtils.flatCombi... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--[[
ROBLOX deviation: ReactSharedInternals captures singleton state across the
whole workspace. This file and the modules it requires were moved from React
to untangle a cyclic workspace member dependency.
Before:
... |
code:
-- Gradually regenerates the Humanoid's Health over time. FOTPS
local REGEN_RATE = 20 -- Regenerate this fraction of MaxHealth per second.
local REGEN_STEP = 0.1 -- Wait this long between each regeneration step.
result breakdown output:
## Breakdown
The provided code snippet initializes two local constants th... |
Breakdown this code:
-- REQUIRED PARTS -----------------------------------------------
-- Include all of these, or things will break!
local headlights = {
model.Headlight_Left,
model.Headlight_Right,
}
local brakelights = {
model.Brakelight_Left,
model.Brakelight_Right,
}
local seat = model.VehicleSeat -- Your driv... |
input_code:
-------------------------------------------------------------------------
local function CheckAlive()
local humanoid = findPlayerHumanoid(Player)
return humanoid ~= nil and humanoid.Health > 0
end
local function GetEquippedTool(character)
if character ~= nil then
for _, child in pairs(character:GetCh... |
query code to breakdown:
-- [TORQUE CURVE VISUAL]
Tune.IdleRPM = 1000 -- https://www.desmos.com/calculator/2uo3hqwdhf
Tune.PeakRPM = 6200 -- Use sliders to manipulate values
Tune.Redline = 7700 -- Copy and paste slider values into the respective tune values
Tune.EqPoint = 5500
Tune.PeakSharpness = 7.5
Tune.CurveMult... |
code instruction:
--[=[
@param data table
@return Option
Deserializes the data into an Option. This data should have come from
the `option:Serialize()` method.
]=]
function Option.Deserialize(data) -- type data = {ClassName: string, Value: any}
assert(type(data) == "table" and data.ClassName == CLASSNAME, "Invalid... |
code to explain:
--// Servc
local UIS = game:GetService("UserInputService")
local Players = game:GetService("Players")
local SSS = game:GetService("ServerScriptService")
local rp = game:GetService("ReplicatedStorage")
Sure, let's break it down:
## Breakdown
The provided code is a snippet of a Roblox Lua (Luau) script... |
Start by breaking down the code basically step by step:
--[[
Constructs a new Promise with the given initializing callback.
This is generally only called when directly wrapping a non-promise API into
a promise-based version.
The callback will receive 'resolve' and 'reject' methods, used to start
invoking the pro... |
Breakdown this code:
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
----------------------------------------------------------------------------------------------------... |
input_code:
--This is just some simple server script that moves the object around every frame
--The kinematics module handles the rest
game["Run Service"].Heartbeat:Connect(function(deltaTime)
local speed = script:GetAttribute("speed") or Vector3.zero
total += deltaTime
part.CFrame = startPos * CFrame.fromEulerAngl... |
code:
-- ROBLOX deviation: we change from backtick to our literal string delimiter [=[ and ]=]
local function printBacktickString(str: string): string
return "[=[\n" .. str .. "]=]"
end
local function ensureDirectoryExists(filePath: string)
-- ROBLOX deviation: gets path of parent directory, GetScriptFilePath can on... |
important code input to explain step by step:
-- wrapping long conditional in function
local function isShiftLockMode()
return LocalPlayer.DevEnableMouseLock
and GameSettings.ControlMode == Enum.ControlMode.MouseLockSwitch
and LocalPlayer.DevComputerMovementMode ~= Enum.DevComputerMovementMode.ClickToMove
and Ga... |
Breakdown this code:
-- Clear any existing animation tracks
-- Fixes issue with characters that are moved in and out of the Workspace accumulating tracks
local animator = if Humanoid then Humanoid:FindFirstChildOfClass("Animator") else nil
if animator then
local animTracks = animator:GetPlayingAnimationTracks()
for i... |
Breakdown this code:
--local TwoHandAnim = hammer:WaitForChild("TwoHandAnim")
hammer.Equipped:Connect(function()
local character = hammer.Parent
if Players:GetPlayerFromCharacter(character) and character:FindFirstChild("Humanoid") then
--character.Humanoid.Animator:LoadAnimation(TwoHandAnim):Play()
end
end)
hamm... |
code:
--[[
Called when the goal state changes value.
If the new goal can be animated to, the equilibrium point of the internal
springs will be moved, but the springs themselves stay in place.
Returns false, as this has no immediate impact on the current value of the
Spring object.
If the new goal can't be anima... |
query code to breakdown:
-------- OMG HAX
r = game:service("RunService")
local damage = 10
local slash_damage = 18
local lunge_damage = 36
sword = script.Parent.Handle
Tool = script.Parent
local SlashSound = Instance.new("Sound")
SlashSound.SoundId = "rbxasset://sounds\\swordslash.wav"
SlashSound.Parent = sword
Sl... |
Breakdown this code:
-- Create debris for specified part (being destroyed)
local function createDebris(targetPart)
local pos = Vector3.new(0, 0, 0)
local scale = 1
if targetPart:IsA("Model") then
local plate = targetPart:FindFirstChild("Plate", true)
pos = plate.Position
scale = plate.Size.X / 8
else
pos =... |
Start by breaking down the code basically step by step:
--local RecipesFrame = InventoryFrame.Recipes;
local Sizes = {
[ItemsFrame] = {
[EquipButton] = {
Size = ItemsFrame.Size,
Position = ItemsFrame.Position,
},
[CraftButton] = {
Size = UDim2.new(0, -427, 1, -155),
Position = ItemsFrame.Position,
... |
query code to breakdown:
-- math, thx roblox wiki
function lerp(a, b, t)
return a * (1 - t) + (b * t)
end
<<explaining>>
Of course, here is a step by step summary:
## Breakdown
The provided code defines a function named `lerp` which stands for linear interpolation. This function is used to calculate a value that is... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--[[setmetatable(
PriorityQueue,
{
__call = function (self)
setmetatable({}, self)
self:initialize()
return self
end
}
)]]
function Pri... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--[[
@class stringTween
contains library of functions that add/remove text from a string.
.backward:
@params: string, function, string?, config?
@info: clears text or until hit `StopAt`
.forward:
@pa... |
Start by breaking down the code basically step by step:
--[[Weight and CG]]
Tune.Weight = 3590 -- Total weight (in pounds)
Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable)
--[[Width]]
6,
--[[Height]]
3.5,
--[[Length]]
14,
}
Tune.WeightDist = 50 -- Weight distribution (0 -... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-- initialize local variables
local camera = workspace.CurrentCamera
local player = game.Players.LocalPlayer
local character = player.Character
local humanoid = character.Humanoid
output:
## Breakdown
The provided cod... |
code instruction:
-----------------
--| Variables |--
-----------------
local DebrisService = Game:GetService("Debris")
local PlayersService = Game:GetService("Players")
local Tool = script.Parent
local ToolHandle = Tool.Handle
local RocketScript = WaitForChild(script, "Rocket")
local SwooshSound = WaitForChild(scr... |
code to explain:
--
LeftShoulderClone = LeftShoulder:Clone()
LeftShoulderClone.Name = "LeftShoulderClone"
LeftShoulderClone.Parent = Torso
LeftShoulderClone.Part0 = Torso
explanation of the code:
## Breakdown
The provided code performs a series of steps to manipulate and modify parts within a Roblox game environment... |
code to explain:
--[[
Package link auto-generated by Rotriever
]]
local PackageIndex = script.Parent.Parent.Parent._Index
local Package = require(PackageIndex["JestTypes"]["JestTypes"])
export type Circus_DoneFn = Package.Circus_DoneFn
export type Circus_BlockFn = Package.Circus_BlockFn
export type Circus_BlockName ... |
code:
--[[Engine]]
--Torque Curve
Tune.Horsepower = 600 -- [TORQUE CURVE VISUAL]
Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf
Tune.PeakRPM = 6000 -- Use sliders to manipulate values
Tune.Redline = 6700 -- Copy and paste slider values into the respective tune values
Tune.EqPoint = 5500
Tune.Peak... |
Breakdown this code:
-- yaw-axis rotational velocity of a part with a given CFrame and total RotVelocity
local function yawVelocity(rotVel, cf)
return math.abs(cf.YVector:Dot(rotVel))
end
local worldDt = 1 / 60
local VRVehicleCamera = setmetatable({}, VRBaseCamera)
VRVehicleCamera.__index = VRVehicleCamera
function ... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--[=[
Defers the subscription and creation of the observable until the
actual subscription of the observable.
https://rxjs-dev.firebaseapp.com/api/index/function/defer
https://netbasal.com/getting-to-know-the-defer-... |
code instruction:
-- Get the current floor material.
local function getFloorMaterial()
floorMaterial = humanoid.FloorMaterial
material = string.split(tostring(floorMaterial), "Enum.Material.")[2]
return material
end
output_code:
## Breakdown
The provided Lua function, `getFloorMaterial`, is designed to determine... |
Breakdown this code:
--[[Transmission]]
Tune.TransModes = { "Auto", "Semi" } --[[
[Modes]
"Auto" : Automatic shifting
"Semi" : Clutchless manual shifting, dual clutch transmission
"Manual" : Manual shifting with clutch
>Include within brackets
eg: {"Semi"} or {"Auto", "Manual"}
>First mode is... |
query code to breakdown:
--[=[
Extracts the locale from the name
@param name string -- The name to parse
@return string -- The locale
]=]
function JsonToLocalizationTable.localeFromName(name)
if name:sub(-5) == ".json" then
return name:sub(1, #name - 5)
else
return name
end
end
<<explaining>>
Of course, he... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-- Written By Kip Turner, Copyright Roblox 2014
-- Updated by Garnold to utilize the new PathfindingService API, 2017
local DEBUG_NAME = "ClickToMoveController"
local UIS = game:GetService("UserInpu... |
code:
--- Creates a listable type from a singlular type
function Util.MakeListableType(type, override)
local listableType = {
Listable = true,
Transform = type.Transform,
Validate = type.Validate,
Autocomplete = type.Autocomplete,
Default = type.Default,
Parse = function(...)
return { type.Parse(...) }
... |
Start by breaking down the code basically step by step:
--[[
Calls any :finally handlers. We need this to be a separate method and
queue because we must call all of the finally callbacks upon a success,
failure, *and* cancellation.
]]
function Promise.prototype:_finalize()
for _, callback in ipairs(self._queuedFina... |
important code input to explain step by step:
-- / Functions / --
local function Control(key, inputState)
if carSettings[key] then
carSettings[key][1] = (inputState == Enum.UserInputState.Begin)
end
end
result breakdown output:
## Breakdown
The provided code defines a function named `Control` that is designed t... |
input_code:
-- ROBLOX TODO: add generic type constraints <EachCallback extends Global.TestCallback>
function applyArguments<EachCallback>(
supportsDone: boolean,
params: Array<any>,
test: Global_EachTestFn<EachCallback>
): Global_EachTestFn<any>
local argumentCount
if typeof(test) == "function" then
argumentCoun... |
Start by breaking down the code basically step by step:
--[[Susupension]]
Tune.SusEnabled = true -- Sets whether suspension is enabled for PGS
--Front Suspension
Tune.FSusStiffness = 25000 -- Spring Force
Tune.FSusDamping = 400 -- Spring Dampening
Tune.FAntiRoll = 400 -- Anti-Roll (Gyro Dampening)
Tune.FSusLength = 1... |
input_code:
-- Local Functions
local function OnPlayerAdded(player)
-- Setup leaderboard stats
local leaderstats = Instance.new("Model", player)
leaderstats.Name = "leaderstats"
local Captures = Instance.new("IntValue", leaderstats)
Captures.Name = "Captures"
Captures.Value = 0
-- Add player to team
TeamManag... |
code:
--[=[
Adds json to a localization table
@param localizationTable LocalizationTable -- The localization table to add to
@param localeId string -- The localeId to use
@param json string -- The json to add with
@param tableName string -- Used for source
]=]
function JsonToLocalizationTable.addJsonToTable(local... |
query code to breakdown:
-- Gradually regenerates the Humanoid's Health over time.
local REGEN_RATE = 0.1 / 100 -- Regenerate this fraction of MaxHealth per second.
local REGEN_STEP = 0.05 -- Wait this long between each regeneration step.
<<explaining>>
Of course, here is a step by step summary:
## Breakdown
This s... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--Get in a seat
local function enterStart()
--Tell server we're trying to get in
GetInStart:FireServer(AdornedSeat)
--Wait until player lets go of button (causing them to get in) or seat out of range (nothing happens... |
important code input to explain step by step:
----- cold tap handler -----
coldTap.Interactive.ClickDetector.MouseClick:Connect(function()
if coldOn.Value == false then
coldOn.Value = true
faucet.ParticleEmitter.Enabled = true
waterSound:Play()
coldTap:SetPrimaryPartCFrame(coldTap.PrimaryPart.CFrame * CFrame.... |
input_code:
--[[
Packs an array of numbers into a given animatable data type.
If the type is not animatable, nil will be returned.
FUTURE: When Luau supports singleton types, those could be used in
conjunction with intersection types to make this function fully statically
type checkable.
]]
local Oklab = require... |
code instruction:
-- return nil
-- end
local function isObject(item: any): boolean
return item and typeof(item) == "table" and not Array.isArray(item)
end
local function testNameToKey(testName: ConfigPath, count: number): string
return testName .. " " .. count
end
local function keyToTestName(key: string): string
... |
Breakdown this code:
--[[Brakes]]
Tune.ABSEnabled = true -- Implements ABS
Tune.ABSThreshold = 20 -- Slip speed allowed before ABS starts working (in SPS)
Tune.FBrakeForce = 8500 -- Front brake force
Tune.RBrakeForce = 8000 -- Rear brake force
Tune.PBrakeForce = 9000 -- Handbrake force
Tune.FLgcyBForce = 15000 -- Fro... |
important code input to explain step by step:
--
field:GetPropertyChangedSignal("Text"):Connect(function()
result()
tween_service:Create(frame, info, { ImageTransparency = Random.new():NextNumber(0, 1) }):Play()
end)
field.FocusLost:Connect(function()
field.Text = ""
--
tween_service:Create(frame, info, { Ima... |
code to explain:
-- Use the script's attributes as the default settings.
-- The table provided is a fallback if the attributes
-- are undefined or using the wrong value types.
local DEFAULT_SETTINGS = Settings.new(script, {
WindDirection = Vector3.new(0.5, 0, 0.5),
WindSpeed = 0,
WindPower = 0,
})
explanation:
##... |
code:
--------------| SYSTEM SETTINGS |--------------
Prefix = "9" -- The character you use before every command (e.g. ';jump me').
SplitKey = " " -- The character inbetween command arguments (e.g. setting it to '/' would change ';jump me' to ';jump/me').
BatchKey = "" -- The character inbetween batch commands (e.g. se... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-- Knit
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Knit = require(ReplicatedStorage:WaitForChild("Packages").Knit)
local Janitor = require(ReplicatedStorage.Util.Janitor)
local Promise = require... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--------------------------------------------------------------------------
local _WHEELTUNE = {
--[[
SS6 Presets
[Eco]
WearSpeed = 1,
TargetFriction = .7,
MinFriction = .1,
[Road]
WearSpeed = 2,
Tar... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--[=[
@param name string -- Name passed to `RunService:BindToRenderStep`
@param priority number -- Priority passed to `RunService:BindToRenderStep`
@param callbackFn UpdateCallbackFn
Bind the `Update` method to Rend... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--// Animations
local L_119_
function IdleAnim(L_238_arg1)
L_21_.IdleAnim(L_3_, L_119_, {
L_26_,
L_27_,
L_28_,
})
end
function EquipAnim(L_239_arg1)
L_21_.EquipAnim(L_3_, L_119_, {
L_26_,... |
code:
--Stoppie tune
local StoppieD = 15
local StoppieTq = 65
local StoppieP = 10
local StoppieMultiplier = 1
local StoppieDivider = 2
local clock = 0.0667 --How fast your wheelie script refreshes
step by step breakdown/explanation:
## Breakdown
The provided code defines a set of constants and a variable that are l... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--[[ Script Variables ]]
--
while not Players.LocalPlayer do
wait()
end
local LocalPlayer = Players.LocalPlayer
local IsFollowStick = false
local ThumbstickFrame = nil
local MoveTouchObject = nil
loc... |
code:
--[[Wheel Alignment]]
--[Don't physically apply alignment to wheels]
--[Values are in degrees]
Tune.FCamber = 1.5
Tune.RCamber = 1.5
Tune.FToe = 0
Tune.RToe = 0
step by step breakdown/explanation:
## Breakdown
The provided code is a snippet written in Luau, which is a variant of Lua designed specifically for R... |
important code input to explain step by step:
-------------------------------------------------------------------------
local function CheckAlive()
local humanoid = findPlayerHumanoid(Player)
return humanoid ~= nil and humanoid.Health > 0
end
local function GetEquippedTool(character: Model?)
if character ~= nil th... |
code to explain:
---------------------------------------------DounutGuy's Lava Brick!------------------------------------------------
function onTouch(part)
local h = part.Parent:findFirstChild("Humanoid")
if h ~= nil then
h.Health = 0
end
end
script.Parent.Touched:connect(onTouch)
<<explaining>>
Of course, he... |
code:
--[[
Sets the locked status of the given emote for the specified player. The
player will be updated of this change via a RemoteEvent.
Parameters:
- player - The Player whose emote lock status will be changed
- emoteName - The name of the emote that will have its lock status changed
- isLocked - The lock st... |
query code to breakdown:
-- Decompiled with the Synapse X Luau decompiler.
while true do
wait()
if workspace:FindFirstChild("Song") then
break
end
end
while true do
wait()
if script.Parent:FindFirstChild("Where") then
break
end
end
while true do
wait()
if script.Parent:FindFirstChild("Where").Value ~= nil ... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
----------//Events\\----------
Evt.Refil.OnClientEvent:Connect(function(Tool, Infinite, Stored)
local data = require(Tool.ACS_Settings)
Evt.Refil:FireServer(Tool, Infinite, Stored, data.MaxStoredAm... |
query code to breakdown:
--[[Weight and CG]]
Tune.Weight = 2200 -- Total weight (in pounds)
Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable)
--[[Width]]
6,
--[[Height]]
3.5,
--[[Length]]
14,
}
Tune.WeightDist = 50 -- Weight distribution (0 - on rear wheels, 100 - on front... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--------------------[ STANCE FUNCTIONS ]----------------------------------------------
function Stand(OnDeselected)
local LHip = Torso["Left Hip"]
local RHip = Torso["Right Hip"]
local Root = HRP.RootJoint
Stance = ... |
Breakdown this code:
--[[ Module Functions ]]
--
Chassis = {}
Chassis.root = PackagedVehicle:FindFirstChild("Chassis") --the root of the Chassis model
Chassis.Body = PackagedVehicle:FindFirstChild("Body") -- the body of the Chassis model
Chassis.driverSeat = Chassis.root:FindFirstChildOfClass("VehicleSeat")
Chassis.pa... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-- ================================================================================
-- PUBLIC FUNCTIONS
-- ================================================================================
function Che... |
query code to breakdown:
--Made by Luckymaxer
Tool = script.Parent
Handle = Tool:WaitForChild("Handle")
PlaySound = Tool:WaitForChild("PlaySound")
PlaySound.Value = ""
PlaySound.Changed:connect(function()
if PlaySound.Value ~= "" then
local Sound = Handle:FindFirstChild(PlaySound.Value)
if Sound then
Sound:P... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--Fixed by Luckymaxer
--Updated for R15 Avatars by StarWars
Tool = script.Parent
Handle = Tool:WaitForChild("Handle")
Players = game:GetService("Players")
Debris = game:GetService("Debris")
RunServi... |
code to explain:
--DO NOT CHANGE ANYTHING INSIDE OF THIS SCRIPT BESIDES WHAT YOU ARE TOLD TO UNLESS YOU KNOW WHAT YOU'RE DOING OR THE SCRIPT WILL NOT WORK!!
local hitPart = script.Parent
local debounce = true
local tool = game.ServerStorage.EggStaff -- Change "Sword" to the name of your tool, make sure your tool is in ... |
code:
-- << LOCAL FUNCTIONS >>
local function updateNotices(newNotice)
for i, notice in pairs(currentNotices) do
if not notice.Complete.Value then
local tweenInfo = tweenInfoUp
local destination
if i == 1 then
destination = template.Position + UDim2.new(0, -notice.Size.X.Offset, 0, 0)
else
local ... |
input_code:
--[[
Returns the index of the first value found or nil if not found.
]]
local function find(list, value)
for i = 1, #list do
if list[i] == value then
return i
end
end
return nil
end
return find
step by step breakdown/explanation:
## Breakdown
The provided Lua function `find` is designed to s... |
code instruction:
--Made by Repressed_Memories
-- Edited by Truenus
local component = script.Parent.Parent
local car = script.Parent.Parent.Parent.Parent.Car.Value
local mouse = game.Players.LocalPlayer:GetMouse()
local leftsignal = "z"
local rightsignal = "c"
local hazards = "x"
local hazardson = false
local lefton = ... |
code instruction:
--[=[
Gets a sub-datastore that will write at the given name point
@param name string
@return DataStoreStage
]=]
function DataStoreStage:GetSubStore(name)
assert(type(name) == "string", "Bad name")
if self._stores[name] then
return self._stores[name]
end
if self._takenKeys[name] then
erro... |
code:
-- Set Pet Canvas Size --
function PetSrollingFrame:SetPetCanvasSize(Frame, searchOn)
local UIGridLayout2 = Frame.UIGridLayout
TradeMenuUI.Size = UDim2.new(0.55, 0, 0.925, 0)
local PADDING, SIZE, MaxCells = getPetSizes()
local AbsoluteSize = Frame.AbsoluteSize
local NewPadding = PADDING * AbsoluteSize
Ne... |
Subsets and Splits
No community queries yet
The top public SQL queries from the community will appear here once available.