Creating a script for a repeating text input on Flash game

Hey there, I play a browser-based Flash game (in Google Chrome) and one of the most time-consuming aspects of the game is repeating text inputs within the game. This repeat will be inputting a number, followed by tab - tab and then another number and so on. I am a complete novice when it comes to things like this. Many of my gaming friends on Windows have set up macros that enable a hotkey to input all the text in all the fields. I would love to do the same, but have no idea how.
Is this possible? I apologise for being a total noob on this. Applescript and automator has me completely baffled.

You can backup using some unix shell scripts.
rman is not really good one.

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        if (mFramesToMove.length) {
            if (myDoc.layers.item("Overset frames").isValid)
                mLayer = myDoc.layers.item("Overset frames");
            else
                mLayer = myDoc.layers.add({LocationOptions: LocationOptions.AT_BEGINNING, name: "Overset frames"});
            for (var i = 0; i < mFramesToMove.length; i++)
            mFramesToMove[i].itemLayer = mLayer;
            alert ("Some frames (" + mFramesToMove.length + ") stay overset\rTake a look at layer 'Overset Frames' ");
        else alert (count + " frames overset fixed");
    function mDialog (number) {// "What to do" dialog
        var w = new Window("dialog","What to do?", undefined, {closeButton: false});
        w.add ("statictext", undefined, "Number of overset texts found:  " + number.toString() );
        var myTop = w.add ("panel");
        myTop.alignment = "left";
        myTop.orientation = "row";
        var myCheckBx = myTop.add ("group");
        myCheckBx.orientation = "column";
        myCheckBx.alignChildren = "left";
        var Ch1 = myCheckBx.add("checkbox", undefined, "point size limit: ");
        var Ch2 = myCheckBx.add("checkbox", undefined, "hori scale limit: ");
        var myEditBx = myTop.add ("group");
        myEditBx.orientation = "column";
        var Ed1 = myEditBx.add("edittext", undefined, undefined);
        Ed1.enabled = false; Ed1.characters = 4;
        var Ed2 = myEditBx.add("edittext", undefined, undefined);
        Ed2.enabled = false; Ed2.characters = 4;
        Ch1.onClick = function () {
            if (Ch1.value) Ed1.enabled = true;
            else Ed1.enabled = false;}
        Ch2.onClick = function () {
            if (Ch2.value) Ed2.enabled = true;
            else Ed2.enabled = false;}
        var myStatBx = myTop.add ("group");
        myStatBx.orientation = "column";
        myStatBx.add("statictext", undefined, " pt");
        myStatBx.add("statictext", undefined, " %");
        var b = w.add ("group");
            b.add ("button", undefined, "OK", {name: "ok"});
            b.add ("button", undefined, "Anuluj", {name: "cancel"});
        if (w.show() == 1)
            return [Ch1.value, Ed1.text, Ch2.value, Ed2.text];
        else exit();
    function mShrink (textFr, ToDoArr) {    // input textFrame and array with mDialog result
        var pSizeLimAc, pSizeLim, pSizeCurr, pSizeDiff, pSizeStepN, pSizeStep,
            hScaleAc, hScaleLim, hScaleCurr, hScaleDiff, hScaleStepN, hScaleStep,
            ToDo;
        pSizeLimAc = ToDoArr[0];
        hScaleAc = ToDoArr[2];
        pSizeLim = ToDoArr[1];
        if (pSizeLimAc) {
            if (isNaN (parseFloat(pSizeLim) ) ) return [false, "point size is not a number"];
            else pSizeLim = parseFloat(pSizeLim);
            pSizeCurr = textFr.parentStory.pointSize;
            pSizeDiff = pSizeCurr - pSizeLim;
            pSizeStepN = pSizeDiff / 0.1;
            pSizeStep = 0.1;
        hScaleLim = ToDoArr[3];
        if (hScaleAc) {
            if (isNaN (parseFloat(hScaleLim) ) ) return [false, "hori scale is not a number"];
            else hScaleLim = parseFloat(hScaleLim);
            hScaleCurr = textFr.parentStory.horizontalScale;
            hScaleDiff = hScaleCurr - hScaleLim;
            if (pSizeLimAc) hScaleStepN = pSizeStepN;
            else hScaleStepN = hScaleDiff;
            hScaleStep = Math.round(hScaleDiff/hScaleStepN*10)/10;
        if (!(hScaleDiff > 0) ) hScaleAc = false;
        if (!(pSizeDiff > 0) ) pSizeLimAc = false;
        if (pSizeLimAc && hScaleAc) ToDo = 3;
        else if (pSizeLimAc) ToDo = 1;
            else if (hScaleAc) ToDo = 2;
                else ToDo = 0;
        switch (ToDo) {
            case 1: {
                while (pSizeStepN-- && textFr.overflows)
                    textFr.parentStory.pointSize -= pSizeStep;
                    break; }
            case 2: {
                while (hScaleStepN-- && textFr.overflows)
                    textFr.parentStory.horizontalScale -= hScaleStep;
                    break; }
            case 3: {
                while (hScaleStepN-- && textFr.overflows)
                    textFr.parentStory.pointSize -= pSizeStep;
                    textFr.parentStory.horizontalScale -= hScaleStep;
                    break; }
            default: break;
        if (textFr.overflows) mFramesToMove.push(textFr);
        return [true];
    User will be asked for pointSize and horizontalScale lower limit.
    rgds

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