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// Each line is 1 command. Anything after '//' on a line are comments and ignored
// Each command looks like:
// ~!Command: <arguments ...>
// The ~ and ! are option, and different commands have different arguments.
// ~ means 'sometimes run this'. It gives that command a "50/50" chance it'll get
skipped. Allows you to do variable scripts (sometimes buy the car, sometimes don't
etc)
// ! means 'not'. Put it on an "GotoIf..." command. So "GotoIfGame: label" would
goto the label when the game is active
// But "!GotoIfGame: label" will go to the label when it
is NOT the game (could be menu or splash etc)
// Click postions can be negative, and it means 'anywhere' (random). Otherwise x/y
screen cords in the 0 to 1 range (so "0.5 0.5" is middle of the screen)
// Every single feature/command is currently used in this script. If it's not
here, it's not anywhere.
// The indentation isn't required - it just makes it easier to read!
// For more explicit help or better explanations please see Ptolemy.
// start phase - wait till we're either in the menu or in the game and goto
that section
// since we might goto tutorial or straight into menu can't predict and need
to wait to find out
Label: start
Wait: 500
GotoIfPopup: popup
GotoIfMenu: menu
GotoIfGame: game
Goto: start
// if we're in the menu, loop clicking randomly till we hit the game
Label: menu
GotoIfPopup: popup
GotoIfStore: store
!GotoIfMenu: start
Wait: 500
Goto: start
Label: intro
PressButton: BTN_STREAM_INTRO_CONTINUE
Goto: start
Label: mainMenu
PressButton: BTN_RACE // This is actually what the "buy" button
is in the event screen
Wait: 3000
Label: eventMapScreen
Wait: 2000
PlayNextTier: // PressButton: MAP_EVENT_CARD_BTN
Wait: 2000
Label: playNext
PlayNextEvent: // if no un-played events are found
it will play random one avaliable
Wait: 1000
~PressButton: BTN_OPTIONS // To skip tutorial stuff
~PressButton: BTN_RIGHT_CAR // sometimes change chars
~PressButton: BTN_LEFT_CAR // sometimes change chars
~PressButton: BTN_RIGHT_CAR // sometimes change chars
~PressButton: BTN_LEFT_CAR // sometimes change chars
~PressButton: BTN_UPGRADE
PressButton: BTN_RACE // This is actually what the "buy" button
is in the event screen
Goto: start
Label: buycar
Goto: start
Label: upgrade
Wait: 1000
~Click: 0.01 0.01 // go back?
Wait: 500
PressButton: BTN_RACE // if we clicked back, click race to start
driving
Wait: 500
!GotoIfMenuIs: UpgradesScreen start
GotoIfPopup: popup
Goto: upgrade
Label: store
Click: 0.01 0.01 // click the back button top/left of screen
(button isn't named so position click instead of PressButton:)
Wait: 500
Goto: start
Label: popup
PressButton: BTN_CHECKBOX // terms and conditions popup
PressButton: BTN_POPUP_CONTINUE // if we don't have enough money,
hit continue
~PressButton: POPUP_CONTINUE_BTN // if we don't have enough money,
hit continue
~PressButton: BTN_POPUP_YES // if we have enough money,
confirm the purchase
Wait: 500
Wait: 100
~Click: -1.0 -1.0 // try random clicking if our popup
didn't go away yet
Goto: popup // reset, try again
Goto: start
// sometimes you get stuck, this just clicks back alot and try's to exit
Label: fullBack
Click: 0.01 0.01
Wait: 500
Click: 0.01 0.01
Wait: 500
Click: 0.01 0.01
Wait: 500
Label: back
Click: 0.01 0.01
Wait: 500
Goto: start
// End of line