News: Welcome back to Bullworth! If you haven't already, you will need to reset your password..


Author Topic: Can anyone do a mobile bully respect mod?  (Read 5020 times)

0 Members and 1 Guest are viewing this topic.

Offline SpyWhale

  • Approved Whale
  • Jr. Member
  • **
  • Posts: 79
  • Gender: Male
  • I Don't Like The Beach
    • View Profile
Can anyone do a mobile bully respect mod?
« on: January 09, 2019, 07:59:14 PM »
The mods on mobile r limited so i was just wondering if daboss and deadpoolxyz (or anyone else) could make a port of the faction selector mod for mobile. It still works on mobile but the mod menu doesnt show up. Thats not really a big thing... im not asking for a mod menu. You know how in the mod when u open the game up you get a random character from only three cliques and the respect u have would be the respect of that clique. So far when u open the mod up there are only five cliques u get, greasers, preppies, nerds, jocks and townies. I would really like it if someone would add the bullies and non cliques... or maybe even cops, prefects, teachers and adults
Thanks

Signing out
SpyWhale
*mic drop*

Offline feliiperh

  • Jr. Member
  • **
  • Posts: 13
    • View Profile
Re: Can anyone do a mobile bully respect mod?
« Reply #1 on: August 17, 2022, 10:13:09 AM »
I don't know how to create menus and selector mods but I know how you change it manually by scripting your STimeCycle.lur

First you use the following function:

Code: [Select]
PedSetTypeToTypeAttitude(Faction, Faction, Attitude) | Set the 1st faction's attitude towards the 2nd faction
For example: You want to be a Greaser, and to make preps don't like you, so you set preps attitude towards player and greasers attitude towards player

Code: [Select]
PedSetTypeToTypeAttitude(5, 13, 1) -- Preps Dislike Player. Makes preps taunt you, shove you, etc. if you are in theyre area, they will fight you.
PedSetTypeToTypeAttitude(4, 13, 4) -- Greasers love Player.

Now you can set the respect leve of the factions to appear in the menu (it's optional)

Code: [Select]
SetFactionRespect(Faction, respect)
SetFactionRespect(5, 25) --Preps with 25 respect
SetFactionRespect(4,100) --Greasers with 100 respect

Faction lists
Code: [Select]
Factions:
0 Prefects
1 Nerd
2 Jock
3 Drop Out
4 Greaser
5 Prep
6 Student
7 Police
8 Teacher
9 Adult Civilian
10 Shop Keeper
11 Bully
12 PunchBag/Dogs
13 Player
14 Player2

Attitudes
Code: [Select]
Attitudes:
0   Hate
1   Dislike
2   Ignore
3   Like
4   Love

So, a complete script for this would look like this.

Code: [Select]
function main()
-- Waiting for the game's appearing:
while not SystemIsReady() or AreaIsLoading() do
Wait(0)
end
respectmod()
-- Main loop:
repeat
Wait(0) -- Do not remove, or you will stuck.
until not Alive
end

respectmod = function()
while true do
Wait(0)
PedSetTypeToTypeAttitude(5, 13, 1)
PedSetTypeToTypeAttitude(4, 13, 4)
SetFactionRespect(5, 25)
SetFactionRespect(4,100)
local otherfactions = {1,2,3,6,13)
for i, F in ipairs(otherfactions) do
PedSetTypeToTypeAttitude(F, 13, 2)
SetFactionRespect(F, 13, 50)
end
end
end

-- STimeCycle:

 function LoadAllAnim()
  LoadAnimationGroup("Authority")
  LoadAnimationGroup("Boxing")
  LoadAnimationGroup("B_Striker")
  LoadAnimationGroup("CV_Female")
  LoadAnimationGroup("CV_Male")
  LoadAnimationGroup("DO_Edgar")
  LoadAnimationGroup("DO_Grap")
  LoadAnimationGroup("DO_StrikeCombo")
  LoadAnimationGroup("DO_Striker")
  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("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")
  collectgarbage()
end

function F_AttendedClass()
  if IsMissionCompleated("3_08") and not IsMissionCompleated("3_08_PostDummy") then
    return
  end
  SetSkippedClass(false)
  PlayerSetPunishmentPoints(0)
end
function F_MissedClass()
  if IsMissionCompleated("3_08") and not IsMissionCompleated("3_08_PostDummy") then
    return
  end
  SetSkippedClass(true)
  StatAddToInt(166)
end
function F_AttendedCurfew()
  if not PedInConversation(gPlayer) and not MissionActive() then
    TextPrintString("You got home in time for curfew", 4)
  end
end
function F_MissedCurfew()
  if not PedInConversation(gPlayer) and not MissionActive() then
    TextPrint("TM_TIRED5", 4, 2)
  end
end
function F_StartClass()
  if IsMissionCompleated("3_08") and not IsMissionCompleated("3_08_PostDummy") then
    return
  end
  F_RingSchoolBell()
  local l_6_0 = PlayerGetPunishmentPoints() + GetSkippingPunishment()
end
function F_EndClass()
  if IsMissionCompleated("3_08") and not IsMissionCompleated("3_08_PostDummy") then
    return
  end
  F_RingSchoolBell()
end
function F_StartMorning()
  F_UpdateTimeCycle()
end
function F_EndMorning()
  F_UpdateTimeCycle()
end
function F_StartLunch()
  if IsMissionCompleated("3_08") and not IsMissionCompleated("3_08_PostDummy") then
    F_UpdateTimeCycle()
    return
  end
  F_UpdateTimeCycle()
end
function F_EndLunch()
  F_UpdateTimeCycle()
end
function F_StartAfternoon()
  F_UpdateTimeCycle()
end
function F_EndAfternoon()
  F_UpdateTimeCycle()
end
function F_StartEvening()
  F_UpdateTimeCycle()
end
function F_EndEvening()
  F_UpdateTimeCycle()
end
function F_StartCurfew_SlightlyTired()
  F_UpdateTimeCycle()
end
function F_StartCurfew_Tired()
  F_UpdateTimeCycle()
end
function F_StartCurfew_MoreTired()
  F_UpdateTimeCycle()
end
function F_StartCurfew_TooTired()
  F_UpdateTimeCycle()
end
function F_EndCurfew_TooTired()
  F_UpdateTimeCycle()
end
function F_EndTired()
  F_UpdateTimeCycle()
end
function F_Nothing()
end
function F_ClassWarning()
  if IsMissionCompleated("3_08") and not IsMissionCompleated("3_08_PostDummy") then
    return
  end
  local l_23_0 = math.random(1, 2)
end
function F_UpdateTimeCycle()
  if not IsMissionCompleated("1_B") then
    local l_24_0 = GetCurrentDay(false)
    if l_24_0 < 0 or 2 < l_24_0 then
      SetCurrentDay(0)
    end
  end
  F_UpdateCurfew()
end
function F_UpdateCurfew()
  local l_25_0 = shared.gCurfewRules
  l_25_0 = l_25_0 or F_CurfewDefaultRules
  l_25_0()
end
function F_CurfewDefaultRules()
  local l_26_0 = ClockGet()
  if 23 <= l_26_0 or l_26_0 < 7 then
    shared.gCurfew = true
  else
    shared.gCurfew = false
  end
end
« Last Edit: August 17, 2022, 10:21:22 AM by feliiperh »