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Bully SE: Random Styles (Small Mod)

User avatar
Altas
New Kid
New Kid
Posts: 7
Joined: Tue Oct 24, 2017 1:48 am
Location: Indonesia
Contact:

Bully SE: Random Styles (Small Mod)

Postby Altas » Sat Oct 28, 2017 4:53 pm

No more typical style, from many styles into one.


Source Code:

Code: Select all

-- Random Styles V1.0
-- By: Altas


-- Enable settings in game:
local allow_settings = true
-- Settings:
local attack_freq = 120 -- Max: 1000
local evade_freq = 650 -- Max: 1000
local dist = 3 -- Max: 25 meters
-- Stop any moves:
local stop_moves = false

function main()
	while not SystemIsReady() or AreaIsLoading() do
		Wait(0)
	end
	-- Load Animations Group:
	load_all_anim()
	-- Create Thread:
	Create_Thread()
	
	-- Main:
	while true do
		-- If you want to add some code right here !!
		Wait(0)
	end
end

function FIGHTING_SYSTEM()
	-- Fighting Script:
	while true do
		for num,ped in {PedFindInAreaXYZ(0,0,0,9999999)} do
			if PedIsValid(ped) and ped ~= gPlayer then
				-- Targeted by peds:
				local target = PedGetTargetPed(ped)
				-- Position:
				local px,py,pz = PedGetPosXYZ(ped)
				local tx,ty,tz = PedGetPosXYZ(target)
				-- Process:
				if PedMePlaying(ped,"DEFAULT_KEY") and PedIsInCombat(ped) and PedIsValid(PedGetTargetPed(ped)) then
					if ped_is_attack(target) and PedGetTargetPed(target) == ped and PedGetTargetPed(ped) == target then
						if math.abs(px - tx) + math.abs(py - ty) + math.abs(pz - tz) <= dist and math.random(1,1000) < evade_freq then
							local evading_anims = {
								{"/Global/BOSS_Darby/Offense/NonCombatActions/Hopback","Act/Anim/BOSS_Darby.act"},
								{"/Global/BoxingPlayer/EvadeBank/Evades/Duck","act/anim/BoxingPlayer.act"},
								{"/Global/P_Striker_B/Defense/Evade/EvadeBack/EvadeBack","Act/Anim/P_Striker_B.act"},
								{"/Global/P_Bif/Defense/Evade/EvadeDuck","Act/Anim/P_Bif.act"},
								{"/Global/P_Grappler_A/Defense/Evade/EvadeBack/Evade","act/anim/P_Grappler_A.act"},
								{"/Global/P_Grappler_A/Offense/NonCombatActions/Hopback","Act/Anim/P_Grappler_A.act"},
							}
							local random_evade = math.random(1,6)
							PedSetActionNode(ped,evading_anims[random_evade][1],evading_anims[random_evade][2])
						end
					elseif PedMePlaying(target,"DEFAULT_KEY") and PedGetTargetPed(target) == ped and PedGetTargetPed(ped) == target then
						if math.abs(px - tx) + math.abs(py - ty) + math.abs(pz - tz) <= dist and math.random(1,1000) < attack_freq then
							local random_attack = math.random(1,table.getn(all_attacks))
							PedSetActionNode(ped,all_attacks[random_attack][1],all_attacks[random_attack][2])
						end
					end
				else
					-- Empty
					F_Nothing()
				end
			else
				-- Empty
				F_Nothing()
			end
		end
		Wait(0)
	end
end
function SPEED_SETTINGS()
	-- Default settings:
	local speed_settings = {
		default = 110,
		ped_restore = {},
		freeze = 0,
	}
	-- Process:
	while true do
		for i,ped in {PedFindInAreaXYZ(0,0,0,99999)} do
			if PedIsValid(ped) then
				if not stop_moves then
					if PedIsValid(PedGetGrappleTargetPed(ped)) then
						local grab = PedGetGrappleTargetPed(ped)
						table.insert(speed_settings.ped_restore,{ped,GameGetPedStat(ped,20)})
						table.insert(speed_settings.ped_restore,{grab,GameGetPedStat(ped,20)})
						if not GameGetPedStat(ped,20) == speed_settings.default then
							GameSetPedStat(ped,20,speed_settings.default)
						end
						if not GameGetPedStat(grab,20) == speed_settings.default then
							GameSetPedStat(grab,20,speed_settings.default)
						end
					else
						for i,v in ipairs(speed_settings.ped_restore) do
							if PedIsValid(v[1]) then
								GameSetPedStat(v[1],20,v[2])
								table.remove(speed_settings.ped_restore,i)
								i = i - 1
							end
						end
						if ped ~= gPlayer then
							GameSetPedStat(ped,20,105)
						else
							GameSetPedStat(ped,20,100)
						end
					end
				elseif stop_moves then
					-- Freeze
					GameSetPedStat(ped,20,0)
				end
			else
				-- Empty
				F_Nothing()
			end
		end
		Wait(0)
	end
end
function COUNTER_MOVES()
	local all_timer = {
		bif_duck = {},
		box_duck = {},
		-- add more evade counter
	}
	while true do
		for i,ped in {PedFindInAreaXYZ(0,0,0,99999)} do
			if PedIsValid(ped) and ped ~= gPlayer then
				if PedIsPlaying(ped,"/Global/P_Bif/Defense/Evade/EvadeDuck",true) and get_chance(50) then
					table.insert(all_timer.bif_duck,{ped,GetTimer})
				elseif PedIsPlaying(ped,"/Global/BoxingPlayer/EvadeBank/Evades/Duck",true) and get_chance(50) then
					table.insert(all_timer.box_duck,{ped,GetTimer})
				end
				for num,tab in ipairs(all_timer.bif_duck) do
					if PedIsValid(tab[1]) then
						if tab[2]() + math.random(500,600) <= GetTimer() then
							PedSetActionNode(tab[1],"/Global/BOSS_Darby/Defense/Evade/EvadeRight/HeavyAttacks/EvadeLeftPunch","act/anim/BOSS_Darby.act")
							table.remove(all_timer.bif_duck,num)
							num = num - 1
						end
					end
				end
				for i,table in ipairs(all_timer.box_duck) do
					if PedIsValid(table[1]) then
						if table[2]() + math.random(500,600) <= GetTimer() then
							PedSetActionNode(table[1],"/Global/BoxingPlayer/EvadeBank/Evades/EvadeAttacks/BackCharge","act/anim/BoxingPlayer.act")
							table.remove(all_timer.box_duck,i)
							i = i - 1
						end
					end
				end
			else
				F_Nothing()
			end
		end
		Wait(0)
	end
end
function SETTINGS_MENU()
	-- Menu (Text and Select):
	local menu = {
		s = 1,
		t = GetTimer(),
		print_out = {"Attack Freq","Evades Freq","Distance"},
	}
	-- Button detection with sounds:
	single_button = function(b)
		if b == 14 then
			if IsButtonBeingPressed(b,0) then
				SoundPlay2D("WrongBtn")
				return true
			end
		elseif b == 3 or b == 2 then
			if IsButtonBeingPressed(b,0) then
				SoundPlay2D("NavUp")
				return true
			end
		elseif b == 0 or b == 1 then
			if IsButtonPressed(b,0) then
				SoundPlay2D("ButtonUp")
				return true
			end
		end
		return false
	end
	-- Main:
	while true do
		-- Double Tap to activate:
		if IsButtonBeingReleased(14,0) then
			if GetTimer() < menu.t + 500 then
				SoundPlay2D("Erand")
				PlayerSetControl(0)
				PauseGameClock()
				stop_moves = true
				Wait(200)
				-- Pause every sounds in-game:
				SoundPause()
				menu.t = GetTimer()
				repeat
					-- Unused function:
					EffectBlindedbyMud()
					-- Process:
					if single_button(3) then
						menu.s = menu.s + 1
						if menu.s > 3 then menu.s = 1 end
					elseif single_button(2) then
						menu.s = menu.s - 1
						if menu.s < 1 then menu.s = 3 end
					end
					if single_button(1) then
						if menu.s == 1 then
							attack_freq = attack_freq + 1
							if attack_freq > 1000 then attack_freq = 1 end
						elseif menu.s == 2 then
							evade_freq = evade_freq + 1
							if evade_freq > 1000 then evade_freq = 1 end
						elseif menu.s == 3 then
							dist = dist + 0.1
							if dist > 25 then dist = 1 end
						end
					elseif single_button(0) then
						if menu.s == 1 then
							attack_freq = attack_freq - 1
							if attack_freq < 1 then attack_freq = 1000 end
						elseif menu.s == 2 then
							attack_freq = attack_freq - 1
							if attack_freq < 1 then attack_freq = 1000 end
						elseif menu.s == 3 then
							dist = dist - 0.1
							if dist < 1 then dist = 25 end
						end
					end
					-- Text:
					if menu.s == 1 then
						TextPrintString("SETTINGS\n\n-> "..menu.print_out[menu.s].." = "..string.format("%.0f",attack_freq/10).."%\n"..menu.print_out[menu.s + 1].." = "..string.format("%.0f",evade_freq/10).."%\n"..menu.print_out[menu.s + 2].." = "..string.format("%.0f",dist*4).."%",0,1)
					elseif menu.s == 2 then
						TextPrintString("SETTINGS\n\n"..menu.print_out[menu.s - 1].." = "..string.format("%.0f",attack_freq/10).."%\n-> "..menu.print_out[menu.s].." = "..string.format("%.0f",evade_freq/10).."%\n"..menu.print_out[menu.s + 1].." = "..string.format("%.0f",dist*4).."%",0,1)
					elseif menu.s == 3 then
						TextPrintString("SETTINGS\n\n"..menu.print_out[menu.s - 2].." = "..string.format("%.0f",attack_freq/10).."%\n"..menu.print_out[menu.s - 1].." = "..string.format("%.0f",evade_freq/10).."%\n-> "..menu.print_out[menu.s].." = "..string.format("%.0f",dist*4).."%",0,1)
					end
					Wait(0)
				until single_button(14)
				Wait(200)
				-- Continue sounds:
				SoundContinue()
				UnpauseGameClock()
				PlayerSetControl(1)
				stop_moves = false
			else
				menu.t = GetTimer()
			end
		end
		Wait(0)
	end
end

-- Create all threads:
function Create_Thread()
	local thread_name = {}
	-- Thread name:
	table.insert(thread_name,"FIGHTING_SYSTEM")
	table.insert(thread_name,"SPEED_SETTINGS")
	table.insert(thread_name,"COUNTER_MOVES")
	-- Settings Thread:
	if allow_settings then
		table.insert(thread_name,"SETTINGS_MENU")
	end
	-- Create:
	for get_all_num = 1,table.getn(thread_name) do
		CreateThread(thread_name[get_all_num])
	end
end
-- Attack animations detector:
function ped_is_attack(ped)
	for i = 1,table.getn(all_attacks) do
		-- Check:
		if PedIsPlaying(ped,all_attacks[i][1],true) then
			return true
		end
	end
	return false
end
-- Get index of peds:
function ped_get_index(ped)
	for i = 0,258 do
		if PedIsValid(ped) and PedIsModel(ped,i) then
			return i
		end
	end
end
-- Dogs or Player models:
function ped_is_not_human(ped)
	-- Models: Dog, dog, dog, mascot, and player wrestling outfit.
	local models = {141,219,220,88,98}
	for number = 1,table.getn(models) do
		if PedIsValid(ped) and PedIsModel(ped,models[number]) then return true end
	end
	return false
end
-- Chance:
function get_chance(p)
	return math.random(1,100) <= p
end
-- Instant KO:
function force_ko()
	PlayerKilled()
end
-- Instant Kill:
function kill_now(ped)
	PedSetHealth(ped,0)
	PedPlayHitReaction(ped)
end
-- Load Animations:
function load_all_anim()
	--[[ 
		IMPORTANT!
		
		Do not add too much, that will cause of crashes in Anniversary Edition
		system after 5 seconds started, but it's fine for Scholarship Edition. 
	]]
	local anim_group = {
		"Authority",
		"Boxing",
        	"B_Striker",
        	"CV_Female",
        	"CV_Male",
        	"DO_Edgar",
        	"DO_Grap",
        	"DO_StrikeCombo",
        	"DO_Striker",
       		"F_Adult",
        	"F_BULLY",
       		"F_Douts",
       		"F_Girls",
        	"F_Greas",
        	"F_Jocks",
        	"F_Nerds",
        	"F_OldPeds",
        	"F_Pref",
        	"F_Preps",
        	"G_Grappler",
        	"G_Johnny",
        	"G_Striker",
        	"Grap",
        	"J_Damon",
        	"J_Grappler",
        	"J_Melee",
        	"J_Ranged",
        	"J_Striker",
        	"LE_Orderly",
        	"N_Ranged",
        	"N_Striker",
        	"N_Striker_A",
        	"N_Striker_B",
		"Nemesis",
       		"P_Grappler",
        	"P_Striker",
        	"PunchBag",
        	"Qped",
        	"Rat_Ped",
        	"Russell_Pbomb",
        	"Straf_Dout",
        	"Straf_Fat",
       		"Straf_Female",
        	"Straf_Male",
        	"Straf_Nerd",
        	"Straf_Prep",
        	"Straf_Savage",
        	"Straf_Wrest",
        	"TE_Female",
		"3_05TheTenements",
		"BROCKETL",
		"C_Wrestling",
	}
	for i = 1,table.getn(anim_group) do
		if not HasAnimGroupLoaded(anim_group[i]) then
			LoadAnimationGroup(anim_group[i])
		else TextPrintString(anim_group[i].." has been loaded!",2--[[,1]]) end
	end
end

-- Attack animation:
all_attacks = {
	--[[
		IMPORTANT!
		
		Only used animations in final version of Bully and only for standing 
		animation, this is not working for grapple or mount animation !!
	]]
    	{"/Global/Player/Attacks/Strikes/LightAttacks/Left1/Release/JAB","act/anim/Player.act"},
	{"/Global/Player/Attacks/Strikes/LightAttacks/Left1/Right2/Release/Cross","act/anim/Player.act"},
	{"/Global/Player/Attacks/Strikes/LightAttacks/Left1/Right2/Left3/Release/Hook","act/anim/Player.act"},
	{"/Global/Player/Attacks/Strikes/LightAttacks/Left1/Right2/Left3/Right4/Release/GutPunch","act/anim/Player.act"},
	{"/Global/Player/Attacks/Strikes/LightAttacks/Left1/Right2/Left3/Right4/Left5/Release/UpperCut","act/anim/Player.act"},
	{"/Global/Player/Attacks/Strikes/LightAttacks/Left1/Release/HeavyAttacks","act/anim/Player.act"},
	{"/Global/Player/Attacks/Strikes/LightAttacks/Left1/Right2/Release/Unblockable/LegKickReleaseMax","act/anim/Player.act"},
	{"/Global/Player/Attacks/Strikes/LightAttacks/Left1/Right2/Left3/Release/Unblockable/JackieKick","act/anim/Player.act"},
	{"/Global/Player/Attacks/Strikes/LightAttacks/Left1/Right2/Left3/Right4/Release/Unblockable/HighKick","act/anim/Player.act"},
	{"/Global/Player/Attacks/Strikes/RunningAttacks/HeavyAttacks/RunShoulder","act/anim/Player.act"},
	{"/Global/BoxingPlayer/Attacks/BoxingAttacks/LightAttacks/Left1","act/anim/BoxingPlayer.act"},
	{"/Global/BoxingPlayer/Attacks/BoxingAttacks/LightAttacks/Right2","act/anim/BoxingPlayer.act"},
	{"/Global/BoxingPlayer/Attacks/BoxingAttacks/LightAttacks/Left3","act/anim/BoxingPlayer.act"},
	{"/Global/BoxingPlayer/Attacks/BoxingAttacks/LightAttacks/Right4","act/anim/BoxingPlayer.act"},
	{"/Global/BoxingPlayer/Attacks/BoxingAttacks/LightAttacks/Left5","act/anim/BoxingPlayer.act"},
	{"/Global/GS_Male_A/Offense/Short/LightAttacks/SloppyJAB/SloppyCross","act/anim/GS_Male_A.act"},
	{"/Global/GS_Male_A/Offense/Short/LightAttacks/SloppyJAB","act/anim/GS_Male_A.act"},
	{"/Global/GS_Male_A/Offense/Short/HeavyAttacks/Shove2Hand","act/anim/GS_Male_A.act"},
	{"/Global/GS_Female_A/Offense/Short/Strikes/LightAttacks/Slap","act/anim/GS_Female_A.act"},
	{"/Global/GS_Female_A/Offense/Short/Strikes/HeavyAttacks","act/anim/GS_Female_A.act"},
	{"/Global/Nemesis/Offense/Short/Strikes/LightAttacks/LeftHook/RightCross/HeavyAttacks/HeavyPunch2","Act/Anim/Nemesis.act"},
	{"/Global/Nemesis/Offense/Short/Strikes/HeavyAttacks/HeavyPunch1","Act/Anim/Nemesis.act"},
	{"/Global/Nemesis/Offense/Short/Strikes/HeavyAttacks/HeavyPunch2","Act/Anim/Nemesis.act"},
	{"/Global/Nemesis/Offense/Short/Strikes/LightAttacks/JAB/HeavyAttacks/SuperUppercut/Knee","Act/Anim/Nemesis.act"},
	{"/Global/Nemesis/Offense/Medium/Strikes/LightAttacks/OverHandR/HeavyAttacks/Knee","Act/Anim/Nemesis.act"},
	{"/Global/Nemesis/Offense/Medium/Strikes/HeavyAttacks/JackieKick","Act/Anim/Nemesis.act"},
	{"/Global/B_Striker_A/Offense/Short/Strikes/LightAttacks/WindMill_R/WindMill_L","act/anim/B_Striker_A.act"},
	{"/Global/B_Striker_A/Offense/Short/Strikes/HeavyAttacks/SwingPunch/SwingPunch_R","act/anim/B_Striker_A.act"},
	{"/Global/B_Striker_A/Offense/Short/Strikes/HeavyAttacks/GutKick/GutKick_R","act/anim/B_Striker_A.act"},
	{"/Global/BOSS_Russell/Offense/Short/Strikes/LightAttacks/OverHand","act/anim/BOSS_Russell.act"},
	{"/Global/BOSS_Russell/Offense/Medium/Strikes/HeavyAttacks","act/anim/BOSS_Russell.act"},
	{"/Global/BOSS_Russell/Offense/Medium/Strikes/Unblockable/DoubleAxeHandle","act/anim/BOSS_Russell.act"},
	{"/Global/BOSS_Russell/Offense/Special/Invincible/HeadButt/HeadButt_AnticStart","act/anim/BOSS_Russell.act"},
	{"/Global/BOSS_Russell/Defense/Evade/EvadeInterrupt/EvadeInterrupt","act/anim/BOSS_Russell.act"},
	{"/Global/BOSS_Russell/Offense/GroundAttack/GroundStomp1","act/anim/BOSS_Russell.act"},
	{"/Global/Russell_102/Offense/Short/Strikes/LightAttacks/WindMill_R/WindMill_L/HeavyAttacks/SwingPunch_R","act/anim/Russell_102.act"},
	{"/Global/Russell_102/Offense/Short/Medium/RisingAttacks","act/anim/Russell_102.act"},
	{"/Global/P_Striker_A/Offense/Short/Strikes/LightAttacks/JAB","act/anim/P_Striker_A.act"},
	{"/Global/P_Striker_A/Offense/Short/Strikes/LightAttacks/JAB/Cross","act/anim/P_Striker_A.act"},
	{"/Global/P_Striker_A/Offense/Short/Strikes/LightAttacks/LeftHook/FinishingCross","act/anim/P_Striker_A.act"},
	{"/Global/P_Striker_A/Offense/Short/Strikes/HeavyAttacks/Uppercut","act/anim/P_Striker_A.act"},
	{"/Global/P_Striker_A/Offense/Medium/HeavyAttacks","act/anim/P_Striker_A.act"},
	{"/Global/P_Striker_A/Defense/Evade/EvadeCounter/LightAttacks/EvadeBackPunch","act/anim/P_Striker_A.act"},
	{"/Global/P_Striker_B/Offense/Short/Strikes/LightAttacks/LeftJab/Hook","act/anim/P_Striker_B.act"},
	{"/Global/P_Striker_B/Offense/Short/Strikes/HeavyAttacks/Hook2","act/anim/P_Striker_B.act"},
	{"/Global/P_Striker_B/Offense/Short/Strikes/Unblockable/HeavyPunchCharge","act/anim/P_Striker_B.act"},
	{"/Global/P_Striker_B/Offense/Short/Grapples/HeavyAttacks/Catch_Throw","act/anim/P_Striker_B.act"},
	{"/Global/P_Grappler_A/Offense/Short/Strikes/LightAttacks/LeftJabHead/LeftJabBody","act/anim/P_Grappler_A.act"},
	{"/Global/P_Grappler_A/Offense/Short/Strikes/HeavyAttacks/RightCross/LeftDown","act/anim/P_Grappler_A.act"},
	{"/Global/P_Grappler_A/Offense/Short/Strikes/Unblockable/HeavyPunchCharge","act/anim/P_Grappler_A.act"},
	{"/Global/P_Grappler_A/Offense/Medium/Strikes/Kick/TauntKick","act/anim/P_Grappler_A.act"},
	{"/Global/P_Bif/Offense/Short/LightAttacks/JAB/Cross","act/anim/P_Bif.act"},
	{"/Global/P_Bif/Offense/Short/HeavyAttacks/LeftHook","act/anim/P_Bif.act"},
	{"/Global/P_Bif/Offense/Short/HeavyAttacks/RightHook","act/anim/P_Bif.act"},
	{"/Global/P_Bif/Offense/Medium/HeavyAttacks/GutPunch","act/anim/P_Bif.act"},
	{"/Global/P_Bif/Offense/Medium/HeavyAttacks/StraightPunch","act/anim/P_Bif.act"},
	{"/Global/P_Bif/Offense/Special/HeavyAttacks","act/anim/P_Bif.act"},
	{"/Global/BOSS_Darby/Offense/Short/Strikes/LightAttacks/LeftJab/Hook","act/anim/BOSS_Darby.act"},
	{"/Global/BOSS_Darby/Offense/Short/Strikes/HeavyAttacks/Hook2","act/anim/BOSS_Darby.act"},
	{"/Global/BOSS_Darby/Offense/Medium/Medium/HeavyAttacks/JAB/Cross","act/anim/BOSS_Darby.act"},
	{"/Global/BOSS_Darby/Offense/Short/Strikes/LightAttacks/LeftHook/FinishingCross","act/anim/BOSS_Darby.act"},
	{"/Global/BOSS_Darby/Offense/Short/Strikes/Unblockable/HeavyPunchCharge/HeavyPunch","act/anim/BOSS_Darby.act"},
	{"/Global/BOSS_Darby/Offense/Short/Grapples/HeavyAttacks/Catch_Throw/UpperLandGV","act/anim/BOSS_Darby.act"},
	{"/Global/BOSS_Darby/Offense/Short/Grapples/HeavyAttacks/Catch_Throw/Finisher","act/anim/BOSS_Darby.act"},
	{"/Global/BOSS_Darby/Offense/Special/Dash/Dash/Uppercut/ShortDarby","act/anim/BOSS_Darby.act"},
	{"/Global/BOSS_Darby/Offense/Short","act/anim/BOSS_Darby.act"},
	{"/Global/G_Striker_A/Offense/Short/Strikes/LightAttacks/RightHook/LeftHook/RightStomach","act/anim/G_Striker_A.act"},
	{"/Global/G_Striker_A/Offense/Short/Strikes/HeavyAttacks/HeavyKnee","act/anim/G_Striker_A.act"},
	{"/Global/G_Striker_A/Offense/Short/Strikes/HeavyAttacks/HeavyKick","act/anim/G_Striker_A.act"},
	{"/Global/G_Striker_A/Offense/Medium/Strikes/HeavyAttack/KickThrust","act/anim/G_Striker_A.act"},
	{"/Global/G_Striker_A/Offense/GroundAttack/GroundPunch","act/anim/G_Striker_A.act"},
	{"/Global/G_Melee_A/Offense/Short/Strikes/LightAttacks/RightHook/LeftHook/RightStomach","act/anim/G_Melee_A.act"},
	{"/Global/G_Melee_A/Offense/Medium/Strikes/HeavyAttacks/HeavyKick","act/anim/G_Melee_A.act"},
	{"/Global/G_Melee_A/Offense/Short/Strikes/HeavyAttacks","act/anim/G_Melee_A.act"},
	{"/Global/G_Melee_A/Offense/GroundAttack/GroundPunch","act/anim/G_Melee_A.act"},
	{"/Global/Actions/Grapples/Front/Grapples/GrappleOpps/Melee/Greaser/Takedown","act/anim/G_Melee_A.act"},
	{"/Global/G_Grappler_A/Offense/Short/Strikes/HeavyAttacks/RightHook/Uppercut","act/anim/G_Grappler_A.act"},
	{"/Global/G_Grappler_A/Offense/Short/Strikes/HeavyAttacks/RightHook","act/anim/G_Melee_A.act"},
	{"/Global/G_Grappler_A/Offense/Short/Strikes/HeavyAttacks/BootKick","act/anim/G_Melee_A.act"},
	{"/Global/G_Grappler_A/Offense/Medium/Strikes/HeavyAttacks/HeavyAttacks","act/anim/G_Melee_A.act"},
	{"/Global/G_Ranged_A/Offense/Short/Strikes/LightAttacks/RightHook/HeavyKnee","act/anim/G_Ranged_A.act"},
	{"/Global/G_Ranged_A/Offense/Short/Strikes/LightAttacks/RightHook","act/anim/G_Melee_A.act"},
	{"/Global/G_Ranged_A/Offense/Medium/Strikes/HeavyAttacks/HeavyKnee","act/anim/G_Melee_A.act"},
	{"/Global/G_Johnny/Offense/Short/Strikes/LightAttacks","act/anim/G_Johnny.act"},
	{"/Global/G_Johnny/Offense/Short/Strikes/HeavyKick/HeavyKick","act/anim/G_Johnny.act"},
	{"/Global/G_Johnny/Offense/Medium/Strikes/HeavyAttack/HeavyKick","act/anim/G_Johnny.act"},
	{"/Global/G_Johnny/Offense/Short/Strikes/HeavyKick","act/anim/G_Johnny.act"},
	{"/Global/G_Johnny/Offense/Medium/Strikes/HeavyAttack","act/anim/G_Johnny.act"},
	{"/Global/G_Johnny/Offense/Special/SpecialActions/LightAttacks","act/anim/G_Johnny.act"},
	{"/Global/G_Johnny/Offense/Short/Strikes","act/anim/G_Johnny.act"},
	{"/Global/N_Striker_A/Offense/Short/Strikes/LightAttacks/NerdJab","act/anim/N_Striker_A.act"},
	{"/Global/N_Striker_A/Offense/Short/Strikes/LightAttacks/NerdJab/NerdHook","act/anim/N_Striker_A.act"},
	{"/Global/N_Striker_A/Offense/Short/Strikes/HeavyAttacks/FatSlap","act/anim/N_Striker_A.act"},
	{"/Global/N_Striker_A/Offense/Short/Strikes/HeavyAttacks/FatSlap/AssThrust","act/anim/N_Striker_A.act"},
	{"/Global/N_Striker_B/Offense/Short/Strikes/LightAttacks/NerdJab/NerdHook","act/anim/N_Striker_B.act"},
	{"/Global/N_Striker_B/Offense/Short/Strikes/HeavyAttacks/Flail","act/anim/N_Striker_B.act"},
	{"/Global/N_Striker_B/Offense/Medium","act/anim/N_Striker_B.act"},
	{"/Global/N_Ranged_A/Offense/Short/Strikes/LightAttacks/NerdJab","act/anim/N_Ranged_A.act"},
	{"/Global/N_Ranged_A/Offense/Short/Strikes/LightAttacks/NerdJab/NerdHook","act/anim/N_Ranged_A.act"},
	{"/Global/N_Ranged_A/Offense/Medium/Strikes/HeavyAttacks","act/anim/N_Ranged_A.act"},
	{"/Global/N_Ranged_A/Defense/Flail","act/anim/N_Ranged_A.act"},
	{"/Global/N_Earnest/Offense/FireSpudGun","act/anim/N_Earnest.act"},
	{"/Global/J_Striker_A/Offense/Short/Strikes/LightAttacks/JAB","act/anim/J_Striker_A.act"},
	{"/Global/J_Striker_A/Offense/Short/Strikes/LightAttacks/JAB/Elbow","act/anim/J_Striker_A.act"},
	{"/Global/J_Striker_A/Offense/Short/Strikes/LightAttacks/JAB/Elbow/HeavyAttacks","act/anim/J_Striker_A.act"},
	{"/Global/J_Striker_A/Offense/Short/Strikes/LightAttacks/JAB/Elbow/HeavyAttacks/Uppercut","act/anim/J_Striker_A.act"},
	{"/Global/J_Striker_A/Offense/Medium/Grapples/GrapplesAtempt/Takedown","act/anim/J_Striker_A.act"},
	{"/Global/J_Melee_A/Offense/Short/Strikes/LightAttacks/RightHand","act/anim/J_Melee_A.act"},
	{"/Global/J_Melee_A/Offense/Short/Strikes/LightAttacks/RightHand/LeftHand","act/anim/J_Melee_A.act"},
	{"/Global/J_Melee_A/Offense/Medium/Strikes/HeavyAttacks/HeavyRight","act/anim/J_Melee_A.act"},
	{"/Global/J_Melee_A/Offense/Medium/Strikes/Unblockable","act/anim/J_Melee_A.act"},
	{"/Global/J_Grappler_A/Offense/Short/Strikes/HeavyAttacks","act/anim/J_Grappler_A.act"},
	{"/Global/J_Grappler_A/Offense/Medium/Strikes/HeavyAttacks/RightPunch/Axehandle","act/anim/J_Grappler_A.act"},
	{"/Global/J_Ted/Offense/Short/Strikes/LightAttacks/JAB","act/anim/J_Ted.act"},
	{"/Global/J_Ted/Offense/Medium/Grapples/GrapplesAtempt","act/anim/J_Ted.act"},
	{"/Global/J_Mascot/Offense/Medium/Strikes/LightAttacks/WindMill_R","act/anim/J_Mascot.act"},
	{"/Global/DO_Striker_A/Offense/Short","act/anim/DO_Striker_A.act"},
	{"/Global/DO_Striker_A/Offense/Medium/HeavyAttacks","act/anim/DO_Striker_A.act"},
	{"/Global/DO_Grappler_A/Offense/Short","act/anim/DO_Grappler_A.act"},
	{"/Global/DO_Edgar/Offense/Short/LightAttacks/Punch1","act/anim/DO_Edgar.act"},
	{"/Global/DO_Edgar/Offense/Medium/HeavyAttacks","act/anim/DO_Edgar.act"},
	{"/Global/Crazy_Basic/Offense/Short/Short/Strikes/LightAttacks/WindMill_R","act/anim/Crazy_Basic.act"},
	{"/Global/Crazy_Basic/Offense/Short/Short/Strikes/LightAttacks/WindMill_R/WindMill_L","act/anim/Crazy_Basic.act"},
	{"/Global/Crazy_Basic/Offense/Short/Short/Strikes/LightAttacks/WindMill_R/WindMill_L/HeavyAttacks/SwingPunch_R","act/anim/Crazy_Basic.act"},
	{"/Global/Crazy_Basic/Offense/Medium","act/anim/Crazy_Basic.act"},
	{"/Global/Actions/Grapples/Front/Grapples/GrappleAttempt","Act/Globals.act"},
	{"/Global/Actions/Grapples/Front/Grapples/GrappleMoves","Act/Globals.act"},
	{"/Global/CV_Male_A/Offense/Short/LightAttacks/SloppyJAB/SloppyCross","act/anim/CV_Male_A.act"},
	{"/Global/CV_Male_A/Offense/Short/Grapples/GrapplesAtempt","act/anim/CV_Male_A.act"},
	{"/Global/CV_Female_A/Offense/Short/LightAttacks/Slap","act/anim/CV_Female_A.act"},
	{"/Global/CV_Female_A/Offense/Short/HeavyAttacks","act/anim/CV_Female_A.act"},
	{"/Global/CV_Drunk/Offense/Short/Grapples/GrapplesAtempt","act/anim/CV_Drunk.act"},
	{"/Global/Actions/RisingAttacks/HeavyAttacks/RisingAttacks","Globals/G_Striker_A.act"},
}

-- STimeCycle Functions:

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
end
function F_EndClass()
    if IsMissionCompleated("3_08") and not IsMissionCompleated("3_08_PostDummy") then
        return
    end
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 l_24_0 > 2 then
            SetCurrentDay(0)
        end
    end
    F_UpdateCurfew()
end
function F_UpdateCurfew()
    local l_25_0 = shared.gCurfewRules
    if not l_25_0 then
        l_25_0 = F_CurfewDefaultRules
    end
    l_25_0()
end
function F_CurfewDefaultRules()
    local l_26_0 = ClockGet()
    if l_26_0 >= 23 or l_26_0 < 7 then
		-- shared.gCurfew = false
        shared.gCurfew = true
    else
        shared.gCurfew = false
    end
end





*ASK*

Where should i release the mod?, i have look into the Mod Showroom section there is a lot of released mod topic but Mod Releases section only 2 mods available, i'm little confused thinking about it, am i wrong section??
We are not take over anything right now

User avatar
DreadedGhoul575
New Kid
New Kid
Posts: 40
Joined: Sat Aug 12, 2017 10:54 pm

Re: Bully SE: Random Styles (Small Mod)

Postby DreadedGhoul575 » Tue Nov 14, 2017 1:29 pm

Loving the randomness of the mod; very fun with the hardcore pedstats mod.

Only flaw is it lagging the game a lot.

Overall random=fun.


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