//// Script Tutorial/Help: // Each line is 1 command. Anything after '//' on a line are comments and ignored // Each command looks like: // ~!Command: // 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. Log: Running Play Simple Script! Wait: 20000 // wait 20 seconds so loading finishes. If we spam click to fast it can get stuck // 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 // if we have no idea where we are? click randomly :D ~Click: -1.0 -1.0 Goto: start // if we're in the menu, loop clicking randomly till we hit the game Label: menu GotoIfPopup: popup GotoIfStore: store GotoIfMenuIs: MainMenu mainMenu // example of "GotoIfMenuIs:", first argument is menu name, 2nd is label to goto GotoIfMenuIs: StreamIntroScreen intro GotoIfMenuIs: EventMapScreen eventMapScreen GotoIfMenuIs: EventsScreen playNext GotoIfMenuIs: CarPurchaseScreen buycar GotoIfMenuIs: CarSelectScreen buycar GotoIfMenuIs: UpgradesScreen upgrade //GotoIfMenuIs: ViewCarScreen back //GotoIfMenuIs: CarSelectScreen back GotoIfMenuIs: GarageScreen back !GotoIfMenu: start Wait: 500 // we're still in the menu, probably lost/stuck - try to get unstuck! ~PressButton: BTN_CONTINUE ~PressButton: TOUR_BTN_CONTINUE ~PressButton: BTN_STREAM_INTRO_CONTINUE ~Click: -1.0 -1.0 ~Goto: back ~Goto: fullBack 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 ~PressButton: BTN_BUY // just incase we have to buy a car, sometimes click buy ~PressButton: BTN_BUYNOW // just incase we have to buy a car, sometimes click buy ~PressButton: BTN_BUY_POST_RACE ~PressButton: BTN_LATER // somtimes don't buy the car ~PressButton: BTN_POPUP_YES ~PressButton: BTN_POPUP_NO ~Goto: back // sometimes click the back button to get out of here Goto: start Label: upgrade //PressButton: UPGRADE_ITEM_INSTALL_BTN // this doesn't work :( always presses 1st not current upgrade btn ~Swipe: 0.8 0.5 0.2 0.5 ~Click: 0.5 0.8 // upgrade button pos (since PressButton always clicks first upgrade not center one have to use screen pos) ~Swipe: 0.8 0.5 0.2 0.5 ~Click: 0.5 0.8 // upgrade button pos (since PressButton always clicks first upgrade not center one have to use screen pos) 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 //~PressButton: BTN_OPTION_1 // tutorial popups about PR etc use these ~PressButton: BTN_OPTION_2 // tutorial popups about PR etc use these Wait: 500 !GotoIfPopup: start // if NOT popup, goto start, otherwise ... Wait: 100 ~Click: -1.0 -1.0 // try random clicking if our popup didn't go away yet Goto: popup // reset, try again // if we're in the game, loop clicking randomly till we return to menu Label: game Click: 0.95 0.95 Wait: 1500 PressButton: BTN_CONTINUE PressButton: POPUP_CONTINUE_BTN PressButton: REWARD_STORY_CONTINUE_BTN PressButton: TUNING_PURCHASE_BTN_LATER PressButton: PITLANE_NEXT_BTN Wait: 1500 GotoIfMenu: menu GotoIfPopup: popup GotoIfStore: store 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