Diablo III Multi Classes

Diablo III script for all classes, and for skills operating automatically with ON/OFF function. You can adjust the "wait" command in each combo for your preferred class skills, cool down process or play style. Double tapping SQUARE BUTTON will automatically activate ALL unlocked skills. Double tapping SQUARE BUTTON again to deactivate ALL skills. Auto fire on CROSS BUTTON if you just want to skip through conversations you will have throughout the game. This script also automatically lock on to the closest enemy for continuous strike. When that enemy is dead it will lock on to or target the next closest enemy. Script can be use on any console of choice. Enjoy!
Version1.07v
AuthorBaby Cham
Publish DateMon, 16 Dec 2013 - 05:39
Last UpdateSun, 29 Mar 2015 - 02:49
Downloads955
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Code: Select all
// GPC Online Library
// destiny.gpc
 
/* =============================================================================
 * Arthur:        Baby Cham
 * Game:          Diablo III & Reaper Of Souls Multi Classes
 * System:        Playstation 3 & 4
 * Controller:    Dualshock 4
 * Game Settings: Default
 * Website:       Consoletuner.com
**/

 
/* -----------------------------------------------------------------------------
 *  VARIABLES
**/

int LightA            = FALSE;
int HeavyA            = FALSE;
int Skill1            = FALSE;
int Skill2            = FALSE;
int Skill3            = FALSE;
int Skill4            = FALSE;
int Healing           = FALSE;
 
int R2sens            = 100;
int RXsens            = 100;
int RYsens            = 100;
int LXsens            = 100;
int LYsens            = 100;
int DbleClick_SQUARE1 = 0;
int DbleClick_SQUARE2 = 0;
int DbleClick_SQUARE3 = 0;
int DbleClick_SQUARE4 = 0;
int DbleClick_SQUARE5 = 0;
int DbleClick_SQUARE6 = 0;
int DbleClick_SQUARE7 = 0;
int Timeout_Melee     = 0;
 
/* -----------------------------------------------------------------------------
 *  MAIN
**/

main {
    // Double click SQUARE to turn on/off LightAttack.
    if(DbleClick_SQUARE1 > 0) DbleClick_SQUARE1 = DbleClick_SQUARE1 - get_rtime();
    if(event_press(PS4_SQUARE) && DbleClick_SQUARE1 <= 0) {
        DbleClick_SQUARE1 = 300; }
        else if(event_press(PS4_SQUARE) && DbleClick_SQUARE1 > 0) {
        LightA = !LightA;
    }
    if(LightA && !combo_running(HeavyAttack)) {
        combo_run(LightAttack);
    } else if(combo_running(LightAttack)) {
        combo_stop(LightAttack);
        reset_leds(); }
 
    // Double click SQUARE to turn on/off HeavyAttack.
    if(DbleClick_SQUARE2 > 0) DbleClick_SQUARE2 = DbleClick_SQUARE2 - get_rtime();
    if(event_press(PS4_SQUARE) && DbleClick_SQUARE2 <= 0) {
        DbleClick_SQUARE2 = 300; }
        else if(event_press(PS4_SQUARE) && DbleClick_SQUARE2 > 0) {
        HeavyA = !HeavyA;
        Timeout_Melee = 0;
    }
    if(HeavyA) {
        set_val(TRACE_1, Timeout_Melee);
        Timeout_Melee = Timeout_Melee + get_rtime();
        if(Timeout_Melee <= 3000) combo_run(Heal2);
        else combo_run(HeavyAttack);
    } else if(combo_running(Heal2)) {
        combo_stop(Heal2); }
 
    // Double click SQUARE to turn on/off SquareAttack.
    if(DbleClick_SQUARE3 > 0) DbleClick_SQUARE3 = DbleClick_SQUARE3 - get_rtime();
    if(event_press(PS4_SQUARE) && DbleClick_SQUARE3 <= 0) {
        DbleClick_SQUARE3 = 300; }
        else if(event_press(PS4_SQUARE) && DbleClick_SQUARE3 > 0) {
        Skill1 = !Skill1;
    }
    if(Skill1 && !combo_running(HeavyAttack)) {
        combo_run(SquareAttack);
    } else if(combo_running(SquareAttack)) {
        combo_stop(SquareAttack); }
 
    // Double click SQUARE to turn on/off TriangleAttack.
    if(DbleClick_SQUARE4 > 0) DbleClick_SQUARE4 = DbleClick_SQUARE4 - get_rtime();
    if(event_press(PS4_SQUARE) && DbleClick_SQUARE4 <= 0) {
        DbleClick_SQUARE4 = 300; }
        else if(event_press(PS4_SQUARE) && DbleClick_SQUARE4 > 0) {
        Skill2 = !Skill2;
    }
    if(Skill2 && !combo_running(HeavyAttack)) {
        combo_run(TriangleAttack);
    } else if(combo_running(TriangleAttack)) {
        combo_stop(TriangleAttack); }
 
    // Double click SQUARE to turn on/off CircleAttack.
    if(DbleClick_SQUARE5 > 0) DbleClick_SQUARE5 = DbleClick_SQUARE5 - get_rtime();
    if(event_press(PS4_SQUARE) && DbleClick_SQUARE5 <= 0) {
        DbleClick_SQUARE5 = 300; }
        else if(event_press(PS4_SQUARE) && DbleClick_SQUARE5 > 0) {
        Skill3 = !Skill3;
    }
    if(Skill3 && !combo_running(HeavyAttack)) {
        combo_run(CircleAttack);
    } else if(combo_running(CircleAttack)) {
        combo_stop(CircleAttack); }
 
    // Double click SQUARE to turn on/off R1Attack.
    if(DbleClick_SQUARE6 > 0) DbleClick_SQUARE6 = DbleClick_SQUARE6 - get_rtime();
    if(event_press(PS4_SQUARE) && DbleClick_SQUARE6 <= 0) {
        DbleClick_SQUARE6 = 300; }
        else if(event_press(PS4_SQUARE) && DbleClick_SQUARE6 > 0) {
        Skill4 = !Skill4;
    }
    if(Skill4 && !combo_running(HeavyAttack)) {
        combo_run(R1Attack);
    } else if(combo_running(R1Attack)) {
        combo_stop(R1Attack); }
 
    // Double click SQUARE to turn on/off Heal.
    if(DbleClick_SQUARE7 > 0) DbleClick_SQUARE7 = DbleClick_SQUARE7 - get_rtime();
    if(event_press(PS4_SQUARE) && DbleClick_SQUARE7 <= 0) {
        DbleClick_SQUARE7 = 300; }
        else if(event_press(PS4_SQUARE) && DbleClick_SQUARE7 > 0) {
        Healing = !Healing;
    }
    if(Healing) {
        combo_run(Heal);
    } else if(combo_running(Heal)) {
        combo_stop(Heal); }
 
    // Sensitivity increased on R2 & analog sticks.
    sensitivity(PS4_R2, NOT_USE, 100 + R2sens);
    sensitivity(PS4_RX, NOT_USE, 100 + RXsens);
    sensitivity(PS4_RY, NOT_USE, 100 + RYsens);
    sensitivity(PS4_LX, NOT_USE, 100 + LXsens);
    sensitivity(PS4_LY, NOT_USE, 100 + LYsens);
 
    // Rapid fire on CROSS & CIRCLE buttons.
    if(get_val(PS4_CROSS)) combo_run(RapidFire_CROSS);
    if(get_val(PS4_CIRCLE)) combo_run(RapidFire_CIRCLE);
 
    //Rumble & led indicator for battery power less than 20%.
    if(get_battery() < 2) { set_rumble(RUMBLE_B, 100); }
    if(get_battery() < 2) if(!get_ledx()) set_ledx(LED_3, 10);
 
    // Push right stick in any direction for easy dodge/roll.
    if(abs(get_val(PS4_RX)) >= 5 || abs(get_val(PS4_RY)) >= 5) {
        combo_run(RightAnalogRapidfire); }
    }
 
/* -----------------------------------------------------------------------------
 *  COMBOS
**/

combo LightAttack {
    set_val(PS4_CROSS, 100);
    set_val(PS4_L2, 100);
    set_val(PS4_R3, 100);
    set_led(LED_2, 2);
    wait(40);
    set_val(PS4_CROSS, 0);
    set_val(PS4_L2, 100);
    set_val(PS4_R3, 100);
    set_led(LED_2, 0);
    wait(20);
    set_val(PS4_CROSS, 0);
    set_val(PS4_L2, 100);
    set_val(PS4_R3, 100);
    set_led(LED_2, 0);
}
 
combo HeavyAttack {
    set_val(PS4_R2, 100);
    set_val(PS4_L2, 100);
    wait(1300);
    set_val(PS4_R2, 0);
    set_val(PS4_L2, 100);
    Timeout_Melee = 0;
}
 
combo SquareAttack {
    set_val(PS4_SQUARE, 100);
    wait(3000);
    set_val(PS4_SQUARE, 0);
    wait(2800);
    set_val(PS4_SQUARE, 0);
}
 
combo TriangleAttack {
    set_val(PS4_TRIANGLE, 100);
    wait(4000);
    set_val(PS4_TRIANGLE, 0);
    wait(3800);
    set_val(PS4_TRIANGLE, 0);
}
 
combo CircleAttack {
    wait(2000);
    set_val(PS4_CIRCLE, 100);
    wait(100);
    set_val(PS4_CIRCLE, 0);
    wait(10);
    set_val(PS4_CIRCLE, 0);
}
 
combo R1Attack {
    set_val(PS4_R1, 100);
    wait(40);
    set_val(PS4_R1, 0);
    wait(20);
    set_val(PS4_R1, 0);
}
 
combo Heal {
    set_val(PS4_L1, 100);
    wait(100);
    set_val(PS4_L1, 0);
    wait(80);
    set_val(PS4_L1, 0);
}
 
combo Heal2 {
    set_val(PS4_L1, 100);
    wait(80);
    set_val(PS4_L1, 0);
    wait(60);
    set_val(PS4_L1, 0);
}
 
combo RapidFire_CROSS {
    set_val(PS4_CROSS, 100);
    wait(120);
    set_val(PS4_CROSS, 0);
    wait(100)
    set_val(PS4_CROSS, 0);
}
 
combo RapidFire_CIRCLE {
    set_val(PS4_CIRCLE, 100);
    wait(120);
    set_val(PS4_CIRCLE, 0);
    wait(100)
    set_val(PS4_CIRCLE, 0);
}
 
combo RightAnalogRapidfire {
    set_val(PS4_RX, 0);
    set_val(PS4_RY, 0);
    wait(60);
    // Don't change analog value
    wait(40);
}