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Mod Showroom / Greasers'Dojo mod
« on: January 16, 2023, 11:16:35 PM »
Greasers'Dojo mod
https://youtu.be/hWrhPrvmlag
https://youtu.be/hWrhPrvmlag
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Well that's certainly creative.😎😎😎
-- By TianDiZhuZai
-- QQ:2806336657
function main()
repeat
Wait(0)
until SystemIsReady() and not AreaIsLoading()
Wait(500)
LoadAnimationGroup("Authority")
LoadAnimationGroup("Bike")
LoadAnimationGroup("V_Bike")
LoadAnimationGroup("Boxing")
LoadAnimationGroup("B_Striker")
LoadAnimationGroup("CV_Female")
LoadAnimationGroup("CV_Male")
LoadAnimationGroup("DO_Edgar")
LoadAnimationGroup("DO_Grap")
LoadAnimationGroup("DO_StrikeCombo")
LoadAnimationGroup("DO_Striker")
LoadAnimationGroup("Earnest")
LoadAnimationGroup("F_Adult")
LoadAnimationGroup("F_BULLY")
LoadAnimationGroup("F_Crazy")
LoadAnimationGroup("F_Douts")
LoadAnimationGroup("F_Girls")
LoadAnimationGroup("F_Greas")
LoadAnimationGroup("F_Jocks")
LoadAnimationGroup("F_Nerds")
LoadAnimationGroup("F_OldPeds")
LoadAnimationGroup("F_Pref")
LoadAnimationGroup("F_Preps")
LoadAnimationGroup("G_Grappler")
LoadAnimationGroup("G_Johnny")
LoadAnimationGroup("G_Striker")
LoadAnimationGroup("Grap")
LoadAnimationGroup("J_Damon")
LoadAnimationGroup("J_Grappler")
LoadAnimationGroup("J_Melee")
LoadAnimationGroup("J_Ranged")
LoadAnimationGroup("J_Striker")
LoadAnimationGroup("LE_Orderly")
LoadAnimationGroup("Nemesis")
LoadAnimationGroup("NPC_AggroTaunt")
LoadAnimationGroup("NPC_Mascot")
LoadAnimationGroup("N_Ranged")
LoadAnimationGroup("N_Striker")
LoadAnimationGroup("N_Striker_A")
LoadAnimationGroup("N_Striker_B")
LoadAnimationGroup("P_Grappler")
LoadAnimationGroup("P_Striker")
LoadAnimationGroup("PunchBag")
LoadAnimationGroup("Qped")
LoadAnimationGroup("Rat_Ped")
LoadAnimationGroup("Russell")
LoadAnimationGroup("Russell_Pbomb")
LoadAnimationGroup("Straf_Dout")
LoadAnimationGroup("Straf_Fat")
LoadAnimationGroup("Straf_Female")
LoadAnimationGroup("Straf_Male")
LoadAnimationGroup("Straf_Nerd")
LoadAnimationGroup("Straf_Prep")
LoadAnimationGroup("Straf_Savage")
LoadAnimationGroup("Straf_Wrest")
LoadAnimationGroup("TE_Female")
LoadAnimationGroup("Dodgeball")
LoadAnimationGroup("Dodgeball2")
CreateThread("TianDiZhuZai")
CreateThread("CrtDltFire")
CreateThread("FireSpread")
--[[Wait(2000)
CreatePedFire(gPlayer, 9999999)
PedSetHealth(gPlayer, 99999999999)-]]
end
CrtDltFire = function()
GlobalFireData = {}
PedFireData = {}
VehicleFireData = {}
DelteJunkCars = {}
local PedDMG = 0.4
while true do
for i = table.getn(GlobalFireData), 1, -1 do
local FireData = GlobalFireData[i]
if GetTimer() - FireData["NTime"] > FireData["fTime"] then
EffectSlowKill(FireData["fEffect"], 0.3)
table.remove(GlobalFireData, i)
end
end
for i = table.getn(PedFireData), 1, -1 do
local FireData = PedFireData[i]
if GetTimer() - FireData["NTime"] > FireData["fTime"] then
EffectSlowKill(FireData["fEffect"], 0.3)
table.remove(PedFireData, i)
table.remove(BurningPeds, i)
end
end
for i = table.getn(VehicleFireData), 1, -1 do
local FireData = VehicleFireData[i]
if GetTimer() - FireData["NTime"] > FireData["fTime"] then
EffectSlowKill(FireData["fEffect"], 0.3)
VehicleBlowUp(FireData["fVehicle"])
table.remove(VehicleFireData, i)
table.remove(BurningVehicles, i)
end
end
for i = table.getn(DelteJunkCars), 1, -1 do
local JCData = DelteJunkCars[i]
if GetTimer() - JCData["NTime"] > JCData["DTime"] then
DeletePersistentEntity(JCData[1], JCData[2])
table.remove(DelteJunkCars, i)
end
end
for i = 1, table.getn(GlobalFireData) do
local FireData = GlobalFireData[i]
EffectSetPosition(FireData["fEffect"], FireData[1], FireData[2], FireData[3])
end
for i = 1, table.getn(PedFireData) do
local FireData = PedFireData[i]
local fX, fY, fZ = PedGetPosXYZ(FireData["fPed"])
PedApplyDamage(FireData["fPed"], PedDMG)
EffectSetPosition(FireData["fEffect"], fX, fY, fZ)
end
for i = 1, table.getn(VehicleFireData) do
local FireData = VehicleFireData[i]
local fX, fY, fZ = VehicleGetPosXYZ(FireData["fVehicle"])
EffectSetPosition(FireData["fEffect"], fX, fY, fZ)
end
Wait(25)
end
end
FireSpread = function()
BurningPeds = {}
BurningVehicles = {}
local FTime = 10000
while true do
for i, FD in ipairs(GlobalFireData) do
for k, Ped in {PedFindInAreaXYZ(FD[1], FD[2], FD[3], 1.5)} do
if not IsInTable(BurningPeds, Ped) then
CreatePedFire(Ped, FTime)
end
end
local FIND = VehicleFindInAreaXYZ(fX, fY, fZ, 4.5)
if type(FIND) == "table" then
for k, VEH in ipairs(FIND) do
if not IsInTable(BurningVehicles, VEH) then
CreateVehicleFire(VEH, 5000)
end
end
end
end
for i, FD in ipairs(PedFireData) do
local fX, fY, fZ = PedGetPosXYZ(FD["fPed"])
for k, Ped in {PedFindInAreaXYZ(fX, fY, fZ, 1.5)} do
if not IsInTable(BurningPeds, Ped) then
CreatePedFire(Ped, FTime)
end
end
local FIND = VehicleFindInAreaXYZ(fX, fY, fZ, 4.5)
if type(FIND) == "table" then
for k, VEH in ipairs(FIND) do
if not IsInTable(BurningVehicles, VEH) then
CreateVehicleFire(VEH, 5000)
end
end
end
end
for i, FD in ipairs(VehicleFireData) do
local fX, fY, fZ = VehicleGetPosXYZ(FD["fVehicle"])
for k, Ped in {PedFindInAreaXYZ(fX, fY, fZ, 1.5)} do
if not IsInTable(BurningPeds, Ped) then
CreatePedFire(Ped, FTime)
end
end
local FIND = VehicleFindInAreaXYZ(fX, fY, fZ, 4.5)
if type(FIND) == "table" then
for k, VEH in ipairs(FIND) do
if not IsInTable(BurningVehicles, VEH) then
CreateVehicleFire(VEH, 5000)
end
end
end
end
Wait(0)
end
end
CreateGlobalFire = function(gfX, gfY, gfZ, gfTime)
local Fr = EffectCreate("GymFire", gfX, gfY, gfZ)
local NowTime = GetTimer()
local gfData = {gfX, gfY, gfZ, fEffect = Fr, NTime = NowTime, fTime = gfTime}
table.insert(GlobalFireData, gfData)
end
CreatePedFire = function(Ped, pfTime)
local fX, fY, fZ = PedGetPosXYZ(Ped)
if PedIsInAnyVehicle(Ped) then
PedExitVehicle(Ped)
end
PedStop(Ped)
PedClearObjectives(Ped)
PedMakeAmbient(Ped)
PedFlee(Ped)
local Fr = EffectCreate("GymFire", fX, fY, fZ)
local NowTime = GetTimer()
local pfData = {fPed = Ped, fEffect = Fr, NTime = NowTime, fTime = pfTime}
table.insert(PedFireData, pfData)
table.insert(BurningPeds, Ped)
end
CreateVehicleFire = function(Vehicle, vfTime)
local fX, fY, fZ = VehicleGetPosXYZ(Vehicle)
local Fr = EffectCreate("GymFire", fX, fY, fZ)
local NowTime = GetTimer()
local vfData = {fVehicle = Vehicle, fEffect = Fr, NTime = NowTime, fTime = vfTime}
table.insert(VehicleFireData, vfData)
table.insert(BurningVehicles, Vehicle)
end
VehicleBlowUp = function(Vehicle)
local Scrap = {
{308, "brocket"},
{311, "brick"},
{401, "wtrpipeC"},
{402, "wtrpipeB"},
{336, "cricket_DMG"},
{435, "twobyfour_DMG"},
{314, "yardstick_DMG"},
{317, "bat_DMG"},
{388, "CHShieldB"},
{389, "CHShieldC"}
}
local buX, buY, buZ = VehicleGetPosXYZ(Vehicle)
local Bu = EffectCreate("CarDestroyed", buX, buY, buZ)
EffectSlowKill(Bu, 0.7)
CreateGlobalFire(buX, buY, buZ, 5000)
VehicleDelete(Vehicle)
local JunkCar = {"DPE_JunkCarA", "DPE_JunkCarB"}
local JCIndex, JC = CreatePersistentEntity(JunkCar[math.random(1, 2)], buX, buY, buZ - 1, math.random(1, 359), AreaGetVisible())
table.insert(DelteJunkCars, {JCIndex, JC, NTime = GetTimer(), DTime = 5000})
for i = 1, 10 do
CreateProjectile(Scrap[math.random(1, table.getn(Scrap))][1], buX + math.random(-250, 250)/500, buY + math.random(-250, 250)/500, buZ + 2, math.random(-250, 250)/1000, math.random(-250, 250)/1000, 0.3, 10)
end
for k, Ped in {PedFindInAreaXYZ(buX, buY, buZ, 4.5)} do
PedApplyDamage(Ped, 100)
if not IsInTable(BurningPeds, Ped) then
CreatePedFire(Ped, 10000)
end
end
local FIND = VehicleFindInAreaXYZ(buX, buY, buZ, 7)
if type(FIND) == "table" then
for k, VEH in ipairs(FIND) do
if not IsInTable(BurningVehicles, VEH) then
CreateVehicleFire(VEH, 5000)
end
end
end
end
IsInTable = function(_table, jiba)
for v, JB in ipairs(_table) do
if JB == jiba then
return true
end
end
return false
end
TianDiZhuZai = function()
TutorialShowMessage("by function main", 10000)
MinigameSetChapterCompletion("天地主宰", "出品", true, 0)
MinigameHoldCompletion()
Wait(2000)
MinigameReleaseCompletion()
repeat
Wait(0)
until not MinigameIsShowingCompletion()
MinigameSetChapterCompletion("Fire", "mod", true, 0)
MinigameHoldCompletion()
Wait(1250)
MinigameReleaseCompletion()
repeat
Wait(0)
until not MinigameIsShowingCompletion()
end
F_AttendedClass = function()
if IsMissionCompleated("3_08") and not IsMissionCompleated("3_08_PostDummy") then
return
end
SetSkippedClass(false)
PlayerSetPunishmentPoints(0)
end
F_MissedClass = function()
if IsMissionCompleated("3_08") and not IsMissionCompleated("3_08_PostDummy") then
return
end
SetSkippedClass(true)
StatAddToInt(166)
end
F_AttendedCurfew = function()
if not PedInConversation(gPlayer) and not MissionActive() then
TextPrintString("You got home in time for curfew", 4)
end
end
F_MissedCurfew = function()
if not PedInConversation(gPlayer) and not MissionActive() then
TextPrint("TM_TIRED5", 4, 2)
end
end
F_StartClass = function()
if IsMissionCompleated("3_08") and not IsMissionCompleated("3_08_PostDummy") then
return
end
F_RingSchoolBell()
local l_6_0 = PlayerGetPunishmentPoints() + GetSkippingPunishment()
end
F_EndClass = function()
if IsMissionCompleated("3_08") and not IsMissionCompleated("3_08_PostDummy") then
return
end
F_RingSchoolBell()
end
F_StartMorning = function()
F_UpdateTimeCycle()
end
F_EndMorning = function()
F_UpdateTimeCycle()
end
F_StartLunch = function()
if IsMissionCompleated("3_08") and not IsMissionCompleated("3_08_PostDummy") then
F_UpdateTimeCycle()
return
end
F_UpdateTimeCycle()
end
F_EndLunch = function()
F_UpdateTimeCycle()
end
F_StartAfternoon = function()
F_UpdateTimeCycle()
end
F_EndAfternoon = function()
F_UpdateTimeCycle()
end
F_StartEvening = function()
F_UpdateTimeCycle()
end
F_EndEvening = function()
F_UpdateTimeCycle()
end
F_StartCurfew_SlightlyTired = function()
F_UpdateTimeCycle()
end
F_StartCurfew_Tired = function()
F_UpdateTimeCycle()
end
F_StartCurfew_MoreTired = function()
F_UpdateTimeCycle()
end
F_StartCurfew_TooTired = function()
F_UpdateTimeCycle()
end
F_EndCurfew_TooTired = function()
F_UpdateTimeCycle()
end
F_EndTired = function()
F_UpdateTimeCycle()
end
F_Nothing = function()
end
F_ClassWarning = function()
if IsMissionCompleated("3_08") and not IsMissionCompleated("3_08_PostDummy") then
return
end
local l_23_0 = math.random(1, 2)
end
F_UpdateTimeCycle = function()
if not IsMissionCompleated("1_B") then
local l_24_0 = GetCurrentDay(false)
if l_24_0 < 0 or l_24_0 > 2 then
SetCurrentDay(0)
end
end
F_UpdateCurfew()
end
F_UpdateCurfew = function()
local l_25_0 = shared.gCurfewRules
if not l_25_0 then
l_25_0 = F_CurfewDefaultRules
end
l_25_0()
end
F_CurfewDefaultRules = function()
local l_26_0 = ClockGet()
if l_26_0 >= 23 or l_26_0 < 7 then
shared.gCurfew = true
else
shared.gCurfew = false
end
end
U can use this three function: