yes but its lengthy… at least my method which is the only one that im aware of.
you have to map each menu cursor movement to a key, then using scenario, have it send the correct keys to interact with and buy the proper things… selecting the right menus, going down/up the number of spaces and with enough delay in between each input so as not to accidentally eat one.
one i have for spending yellow gather scrips looks like this
//selectGrid(Eulmore)
//goToWaypoint(14)
//key(\, 1)
//key(\, 1)
//key(g, 1)
//key(\, 0.5)
//key(\, 0.5)
//key(\, 0.5)
//key(f, 0.5)
//Key(\, 0.5)
//key(\, 0.5)
//key(f, 0.5)
//Key(\, 0.5)
//key(\, 0.5)
//key(f, 0.5)
//Key(\, 0.5)
//key(\, 0.5)
//key(f, 0.5)
//Key(\, 0.5)
//key(\, 0.5)
//key(f, 0.5)
//Key(\, 0.5)
//key(\, 0.5)
//key(f, 0.5)
//Key(\, 0.5)
//key(\, 0.5)
//key(f, 0.5)
//Key(\, 0.5)
//key(\, 0.5)
//key(f, 0.5)
//Key(\, 0.5)
//key(\, 0.5)
//key(f, 0.5)
//Key(\, 0.5)
//key(\, 0.5)
//key(f, 0.5)
//Key(\, 0.5)
//key(\, 0.5)
//key(f, 0.5)
//Key(\, 0.5)
//key(\, 0.5)
//key(f, 0.5)
//Key(\, 0.5)
//key(\, 0.5)
//key(f, 0.5)
//Key(\, 0.5)
//key(\, 0.5)
//key(f, 0.5)
//Key(\, 0.5)
//key(\, 0.5)
//key(f, 0.5)
//Key(\, 0.5)
//key(\, 0.5)
//key(f, 0.5)
//Key(\, 0.5)
//key(\, 0.5)
//key(f, 0.5)
//Key(\, 0.5)
//key(\, 0.5)
//key(f, 0.5)
//Key(\, 0.5)
//key(\, 0.5)
//key(f, 0.5)
//Key(\, 0.5)
//key(\, 0.5)
//key(f, 0.5)
//Key(\, 0.5)
//key(num.)
//key(num.)
//key(num.)
//key(num.)
where \ is my confirm button, F is left, G is down, T is up and H is right. and “num.” is back out of menu
the numbers after is the delay until the next command is given.
i had an issue changing the number of items bought at once automatically so i had to buy 1 item at a time which is why there are so many repeating