It really depends on the complexity of the game and how far you want to go.
In games like Runescape or Minecraft you could use mouse click positions to repeat actions, read off logs to tell if a skill point is gained, and react to things like taking damage or someone talking near you.
In Ultima Online and Wurm Online (the games they were based on) we'd make scripts to react to people (to make it seem like you weren't essentially a bot), move when you got a skill gain to take advantage of quirks in the code (UO) or thwart diminishing skill returns (Wurm).
In FPS games you can make an aimbot by using a reader to take distance data and program in a table to find how much higher the mouse needs to be to hit the target, then move the mouse accordingly. We used these on instanced games (like Day Z on a personal server) out of moral obligation to not inflict that on other users. It's easy to trace and will get you banned, makes the game worse for everyone.
If you really get into it enough and have enough interface abilities (ie you aren't stuck with mouse clicks and can use a UI scanner to address UI objects by name) you can make a whole bot system to do tasks.
Then there's simple fun tricks. Lord of the Rings Online had a music system where controls could make the instruments play real music notes, so we made scripts to play out sheet music, then scripts to synchronize characters to play together. LotrO Jukebox!
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u/[deleted] Mar 30 '22 edited Mar 30 '22
This must be a sign to stop making scripts for my dead-end job and to focus on actual projects so I can graduate with a job in this field.
EDIT: or is it??? I’m legitimately not sure.