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local size = table.getnmain = function() Wait(500) LoadAnimationGroup("P_Striker_A") LoadAnimationGroup("Nemesis") LoadAnimationGroup("BOSS_Darby") LoadAnimationGroup("Boxing") LoadAnimationGroup("Authority") LoadAnimationGroup("GaryAI") LoadAnimationGroup("Earnest") 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("J_Damon") LoadAnimationGroup("J_Grappler") LoadAnimationGroup("J_Melee") LoadAnimationGroup("J_Ranged") LoadAnimationGroup("J_Striker") LoadAnimationGroup("Nemesis") LoadAnimationGroup("N_Ranged") LoadAnimationGroup("N_Striker") LoadAnimationGroup("N_Striker_A") LoadAnimationGroup("N_Striker_B") LoadAnimationGroup("P_Grappler") LoadAnimationGroup("P_Striker") 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("AI_Gary") Wait(500) while true do Moves() Wait(0) endendMoves = function() local Attack = 0 if IsBeingButtonPressed(6, 0) and Attack == 0 then PedSetAITree(gPlayer,"/Global/DarbyAI", "Act/AI_DARBY_2_B.act") Wait(0) PedSetActionNode(gPlayer,"/Global","Act/Globals.act") Wait(0) PedSetActionNode(gPlayer, "/Global/Player/Attacks/GroundAttacks/GroundAttacks/Strikes/HeavyAttacks/GroundKick", "act/anim/Player.act") Wait(500) PedSetAITree(gPlayer,"/Global/PlayerAI","Act/PlayerAI.act") Wait(0) local Attack = 1 if IsBeingButtonPressed(6, 0) and Attack == 1 then PedSetAITree(gPlayer,"/Global/DarbyAI", "Act/AI_DARBY_2_B.act") Wait(0) PedSetActionNode(gPlayer,"/Global","Act/Globals.act") Wait(0) PedSetActionNode(gPlayer,"/Global/G_Johnny/Offense/Short/Strikes/HeavyKick/HeavyKick","act/anim/G_Johnny.act") Wait(800) PedSetAITree(gPlayer,"/Global/PlayerAI","Act/PlayerAI.act") Wait(0) local Attack = 2 if IsBeingButtonPressed(6, 0) and Attack == 2 then PedSetAITree(gPlayer,"/Global/DarbyAI", "Act/AI_DARBY_2_B.act") Wait(0) PedSetActionNode(gPlayer,"/Global","Act/Globals.act") Wait(0) PedSetActionNode(gPlayer,"/Global/Actions/RisingAttacks/HeavyAttacks/RisingAttacks","Globals/G_Striker_A.act") Wait(800) PedSetAITree(gPlayer,"/Global/PlayerAI","Act/PlayerAI.act") Wait(0) local Attack = 3 if IsBeingButtonPressed(6, 0) and Attack == 3 then PedSetAITree(gPlayer,"/Global/DarbyAI", "Act/AI_DARBY_2_B.act") Wait(0) PedSetActionNode(gPlayer,"/Global","Act/Globals.act") Wait(0) PedSetActionNode(gPlayer,"/Global/J_Damon/Offense/SpecialStart/StartRun", "act/anim/J_Damon.act") Wait(500) PedSetAITree(gPlayer,"/Global/PlayerAI","Act/PlayerAI.act") Wait(0) local Attack = 4 if IsBeingButtonPressed(6, 0) and Attack == 4 then GameSetPedStat(gPlayer, 20, 200) PedSetAITree(gPlayer,"/Global/DarbyAI", "Act/AI_DARBY_2_B.act") Wait(0) PedSetActionNode(gPlayer, "/Global/G_Johnny/Offense", "Act/Anim/G_Johnny.act") Wait(1600) PedSetAITree(gPlayer,"/Global/PlayerAI","Act/PlayerAI.act") GameSetPedStat(gPlayer, 20, 100) Wait(0) local Attack = 0 end end end end end if not PedIsPlaying(gPlayer, "/Global/Player/Attacks") and not PedIsPlaying(gPlayer, "/Global/G_Johnny/Offense") and not PedIsPlaying(gPlayer, "/Global/Actions/RisingAttacks") and not PedIsPlaying(gPlayer, "/Global/G_Johnny/Default_KEY") then Wait(300) if not PedIsPlaying(gPlayer, "/Global/Player/Attacks") and not PedIsPlaying(gPlayer, "/Global/G_Johnny/Offense") and not PedIsPlaying(gPlayer, "/Global/Actions/RisingAttacks") and not PedIsPlaying(gPlayer, "/Global/G_Johnny/Default_KEY") then local Attack = 0 end end endF_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) endend F_MissedCurfew = function() if not PedInConversation(gPlayer) and not MissionActive() then TextPrint("TM_TIRED5", 4, 2) endend 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 endend