def run(): print '--> mission The Rogue Slave Trader (1 of 2)' if not ship.enableDefense(): return False if not drones.launchSmall(): return False overview.seekAndDestory() if not overview.switchTo('lcs'): return False if not overview.lockTarget('slave_pen'): return False ship.approach() ship.enableAfterburn() time.sleep(10) if not drones.engage(): return False while not overview.pickCargo(): pass if not drones.back(): return False print '<-- mission The Rogue Slave Trader (1 of 2)\n' return True
def run(): print '--> mission Deadly Arrival' if not ship.enableDefense(): return False if not overview.switchTo('lco'): return False if not overview.lockTarget('ruined_structure'): return False if not ship.approach(): return False if not ship.enableAfterburn(): return False if not general.openMissionDetails(): return False if not general.missionObjectiveComplete(): return False print '<-- mission Deadly Arrival\n' return True
def seekAndDestory(): switchTo('battle') print '--> seek and destory' while not findAtMissionDetails('v'): # if findAtDrones('fighting'): # time.sleep(5) # elif lockEnemy(): if lockEnemy(): mouse.moveTo(200, 200) time.sleep(10) ship.approach() ship.fireOnce() time.sleep(5) else: break print '<-- seek and destory\n' return True
def run(): print '--> mission New Frontiers - Raw Materials (4 of 7)' if not ship.enableDefense(): return False if not overview.switchTo('battle'): return False if not overview.lockTarget('l', 10): return False ship.enableAfterburn() ship.approach() if not drones.launchSmall(): return False ship.fireOnce() drones.engage() overview.seekAndDestory() while not overview.pickCargo(): time.sleep(5) while overview.pickCargo(): pass if not drones.back(): return False print '<-- mission New Frontiers - Raw Materials (4 of 7)\n' return True
def run(): print '--> mission The Damsel In Distress' if not ship.enableDefense(): return False if not overview.switchTo('lcs'): return False if not overview.lockTarget('pleasure_hub'): return False if not ship.approach(): return False if not ship.enableAfterburn(): return False if not drones.launchSmall(): return False if not ship.fireOnce(): return False if not drones.engage(): return False #there are two cargos count = 0; while count < 2: if overview.pickCargo(): count += 1 time.sleep(2) if not drones.back(): return False print '<-- mission The Damsel In Distress\n' return True
def run(): print '--> mission Pick Your Position' if not overview.activateAccelerationGate(): return False if not overview.switchTo('battle'): return False # pocket 1 result = None while not result: time.sleep(0.5) result = findAtFull('close') mouse.leftClickAtP(result) if not overview.pickTarget('minmatar_emissary_1'): return False result = None while not result: time.sleep(0.5) result = findAtFull('close') mouse.leftClickAtP(result) if not overview.activateAccelerationGate(): return False if not overview.switchTo('battle'): return False # back to pocket 0 # double click will not open it! result = overview.findTarget('cargo') if not result: return False mouse.leftClickAtP(result) ship.approach() result = findAtSelectedItem('cargo_small') if not result: result = findAtSelectedItem('cargo_big') if not result: return False mouse.leftClickAtP(result) print 'wait until cargo open' while not findAtFull('loot_all'): time.sleep(0.2) mouse.leftClickAtP(result) result = findAtFull('ship') while not result: result = findAtFull('ship') mouse.leftClickAtP(result) result = findAtFull('minmatar_emissary') while not result: result = findAtFull('minmatar_emissary') mouse.leftDownAtP(result) result = findAtFull('ship_hl') while not result: result = findAtFull('ship_hl') mouse.moveTo(result[0] + 40, result[1] + 60) mouse.leftUp() result = findAtFull('close') while not result: result = findAtFull('close') mouse.leftClickAtP(result) time.sleep(1) result = findAtFull('ship_hl') if not result: result = findAtFull('ship') if result: mouse.moveToP(result) result = findAtFull('x') if result: mouse.leftClickAtP(result) print '<-- mission Pick Your Position\n' return True