Add complete uncompressed asset files + archive
- Extracted all 13,555 files from files.7z (1.2GB uncompressed) - Includes: vehicles, tracks, audio, textures, UI, manifests - Also kept files.7z for easy download - Full working directory for asset development
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files/apk/res/scripts/play_simple.txt
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180
files/apk/res/scripts/play_simple.txt
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//// Script Tutorial/Help:
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// Each line is 1 command. Anything after '//' on a line are comments and ignored
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// Each command looks like:
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// ~!Command: <arguments ...>
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// The ~ and ! are option, and different commands have different arguments.
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// ~ 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)
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// ! means 'not'. Put it on an "GotoIf..." command. So "GotoIfGame: label" would goto the label when the game is active
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// But "!GotoIfGame: label" will go to the label when it is NOT the game (could be menu or splash etc)
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// 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)
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// Every single feature/command is currently used in this script. If it's not here, it's not anywhere.
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// The indentation isn't required - it just makes it easier to read!
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// For more explicit help or better explanations please see Ptolemy.
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Log: Running Play Simple Script!
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Wait: 20000 // wait 20 seconds so loading finishes. If we spam click to fast it can get stuck
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// start phase - wait till we're either in the menu or in the game and goto that section
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// since we might goto tutorial or straight into menu can't predict and need to wait to find out
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Label: start
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Wait: 500
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GotoIfPopup: popup
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GotoIfMenu: menu
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GotoIfGame: game
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// if we have no idea where we are? click randomly :D
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~Click: -1.0 -1.0
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Goto: start
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// if we're in the menu, loop clicking randomly till we hit the game
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Label: menu
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GotoIfPopup: popup
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GotoIfStore: store
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GotoIfMenuIs: MainMenu mainMenu // example of "GotoIfMenuIs:", first argument is menu name, 2nd is label to goto
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GotoIfMenuIs: StreamIntroScreen intro
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GotoIfMenuIs: EventMapScreen eventMapScreen
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GotoIfMenuIs: EventsScreen playNext
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GotoIfMenuIs: CarPurchaseScreen buycar
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GotoIfMenuIs: CarSelectScreen buycar
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GotoIfMenuIs: UpgradesScreen upgrade
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//GotoIfMenuIs: ViewCarScreen back
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//GotoIfMenuIs: CarSelectScreen back
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GotoIfMenuIs: GarageScreen back
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!GotoIfMenu: start
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Wait: 500
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// we're still in the menu, probably lost/stuck - try to get unstuck!
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~PressButton: BTN_CONTINUE
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~PressButton: TOUR_BTN_CONTINUE
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~PressButton: BTN_STREAM_INTRO_CONTINUE
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~Click: -1.0 -1.0
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~Goto: back
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~Goto: fullBack
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Goto: start
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Label: intro
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PressButton: BTN_STREAM_INTRO_CONTINUE
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Goto: start
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Label: mainMenu
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PressButton: BTN_RACE // This is actually what the "buy" button is in the event screen
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Wait: 3000
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Label: eventMapScreen
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Wait: 2000
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PlayNextTier: // PressButton: MAP_EVENT_CARD_BTN
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Wait: 2000
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Label: playNext
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PlayNextEvent: // if no un-played events are found it will play random one avaliable
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Wait: 1000
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~PressButton: BTN_OPTIONS // To skip tutorial stuff
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~PressButton: BTN_RIGHT_CAR // sometimes change chars
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~PressButton: BTN_LEFT_CAR // sometimes change chars
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~PressButton: BTN_RIGHT_CAR // sometimes change chars
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~PressButton: BTN_LEFT_CAR // sometimes change chars
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~PressButton: BTN_UPGRADE
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PressButton: BTN_RACE // This is actually what the "buy" button is in the event screen
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Goto: start
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Label: buycar
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~PressButton: BTN_BUY // just incase we have to buy a car, sometimes click buy
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~PressButton: BTN_BUYNOW // just incase we have to buy a car, sometimes click buy
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~PressButton: BTN_BUY_POST_RACE
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~PressButton: BTN_LATER // somtimes don't buy the car
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~PressButton: BTN_POPUP_YES
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~PressButton: BTN_POPUP_NO
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~Goto: back // sometimes click the back button to get out of here
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Goto: start
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Label: upgrade
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//PressButton: UPGRADE_ITEM_INSTALL_BTN // this doesn't work :( always presses 1st not current upgrade btn
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~Swipe: 0.8 0.5 0.2 0.5
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~Click: 0.5 0.8 // upgrade button pos (since PressButton always clicks first upgrade not center one have to use screen pos)
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~Swipe: 0.8 0.5 0.2 0.5
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~Click: 0.5 0.8 // upgrade button pos (since PressButton always clicks first upgrade not center one have to use screen pos)
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Wait: 1000
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~Click: 0.01 0.01 // go back?
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Wait: 500
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PressButton: BTN_RACE // if we clicked back, click race to start driving
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Wait: 500
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!GotoIfMenuIs: UpgradesScreen start
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GotoIfPopup: popup
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Goto: upgrade
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Label: store
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Click: 0.01 0.01 // click the back button top/left of screen (button isn't named so position click instead of PressButton:)
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Wait: 500
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Goto: start
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Label: popup
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PressButton: BTN_CHECKBOX // terms and conditions popup
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PressButton: BTN_POPUP_CONTINUE // if we don't have enough money, hit continue
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~PressButton: POPUP_CONTINUE_BTN // if we don't have enough money, hit continue
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~PressButton: BTN_POPUP_YES // if we have enough money, confirm the purchase
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//~PressButton: BTN_OPTION_1 // tutorial popups about PR etc use these
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~PressButton: BTN_OPTION_2 // tutorial popups about PR etc use these
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Wait: 500
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!GotoIfPopup: start // if NOT popup, goto start, otherwise ...
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Wait: 100
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~Click: -1.0 -1.0 // try random clicking if our popup didn't go away yet
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Goto: popup // reset, try again
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// if we're in the game, loop clicking randomly till we return to menu
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Label: game
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Click: 0.95 0.95
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Wait: 1500
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PressButton: BTN_CONTINUE
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PressButton: POPUP_CONTINUE_BTN
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PressButton: REWARD_STORY_CONTINUE_BTN
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PressButton: TUNING_PURCHASE_BTN_LATER
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PressButton: PITLANE_NEXT_BTN
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Wait: 1500
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GotoIfMenu: menu
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GotoIfPopup: popup
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GotoIfStore: store
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Goto: start
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// sometimes you get stuck, this just clicks back alot and try's to exit
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Label: fullBack
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Click: 0.01 0.01
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Wait: 500
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Click: 0.01 0.01
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Wait: 500
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Click: 0.01 0.01
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Wait: 500
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Label: back
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Click: 0.01 0.01
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Wait: 500
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Goto: start
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// End of line
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