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rr3-assets/files/apk/res/scripts/play_simple.txt
Daniel Elliott 7b42b6e3de 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
2026-02-18 15:19:56 -08:00

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//// Script Tutorial/Help:
// 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.
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