J3LLy In The Mist
Sinnin' N Winnin'
THE SHINY WASABI KITTY CLAW MACHINE AFK SCRIPT
I'm a big believer in sharing code freely, as such I give permission
for you to modify my code to your every whim. All I ask is that you keep all watermarks for the code intact and give credit if you decide to share it.
Recently a post appeared online by someone claiming to be the v2 of this script (before the official v2 released), it was heavily modified but still used the same name and header style as my v1 script released a year ago. The uploader had removed all reference to myself and instead had replaced all details with their own, aside from the name. Aside from being pretty low, it's misleading. If you happen to spot a copy of my script out there being plagiarized please downvote and report it, I cannot guarantee the stability of edited code.
For the record, all official scripts uploaded by myself will come either from this account here or through my account on the Cronus Community. I will always pursue action against blatant rip-offs with the official platform.
for you to modify my code to your every whim. All I ask is that you keep all watermarks for the code intact and give credit if you decide to share it.
Recently a post appeared online by someone claiming to be the v2 of this script (before the official v2 released), it was heavily modified but still used the same name and header style as my v1 script released a year ago. The uploader had removed all reference to myself and instead had replaced all details with their own, aside from the name. Aside from being pretty low, it's misleading. If you happen to spot a copy of my script out there being plagiarized please downvote and report it, I cannot guarantee the stability of edited code.
For the record, all official scripts uploaded by myself will come either from this account here or through my account on the Cronus Community. I will always pursue action against blatant rip-offs with the official platform.
Do you want to win all of the prizes inside the Claw Machine in your Arcade but don't want to spend days trying while losing the will to live? Then I've made just the script for you!
After seeing the PC Claw Machine AFK script posted by 1Man2Controllers which can be found here I decided to make a similar one for PS4/5. It's made in GPC for the Cronus Max and Zen.
VERSION 2 | ULTIMATE EDITION:
With Version 2 I wanted to make the ultimate script for grabbing all of those pesky rewards as easily as possible. Aside from bringing support to the Cronus Zen with new functions I've also tweaked this script in an attempt to make it the fastest, most stable one you'll find out there. So, what's new?- Support for the newest Cronus, the CronusZEN.
- 10 individually selectable targeting options*
- A new All-In-One mode.**
- Manually configured timings to ensure the script is as accurate and fast as possible.
**Feature not available for CronusMAX
INSTRUCTIONS:
ALL IN ONE TARGETING MODE:
Targets all toys from left to right, one by one. Cycle repeats until either disabled or changed.
TOY TARGETING MODE:
Targets ONE specific toy that you specify. Repeats until either disabled or changed.
INSTRUCTIONS FOR SETUP:
1. Stand infront of your Claw Machine so the prompt to play is in the top left corner of your screen.
1a. (Optional) Starting in 3rd person should help prevent screenburn by changing the camera perspective between attempts.
2. Hold L2/LT or R2/RT and press the button relating to what targeting mode you want.
3. Put the controller down and enjoy!
4. If you want to try for a different toy or stop the script just press R3/RS.
ALL IN ONE MODE CONTROLS(PS/XBOX):
Press R2/RT + X/A to activate.
Press L3 to disable or change to a different targeting mode.
TOY TARGETING CONTROLS(PS/XBOX):
Press R2/RT + Square/X - for Poopie (Brown) on the third row.
Press L2/LT +
X/A - for Humpy (Purple)
Triangle/Y - for Muffy (Green)
Circle/B - for Smoker (Yellow)
Square/X - for Poopie (Brown) on the second row
R1/RB - for Saki (Blue)
R2/RT - for The Master
R3/RS - for Grindy (Red)
L1/LB - for Princess Robot Bubblegum
D-Pad Right - for Shiny Wasabi Kitty
Press L3 to cancel or change to a different targeting mode.
SPEED AND STABILITY:
This script has been built from the ground up for speed whilst maintaining the best stability even in the worst outcome. This script will not break sequence if you win or play a long animation, but the best bit? It can do that while still maintaining an average of 2 attempts every 60 seconds, that's around 3000 attempts every 24 hours!
Code:
// NAME: | PASSx60SECS: | PASSx60MINS: | PASSx12HRS: | PASSx24HRS: |
// Humpy (Purple) | 2.33 | 140.29 | 1,683.55 | 3,367.10 |
// Smoker (Yellow) | 2.24 | 134.52 | 1,614.34 | 3,228.69 |
// Muffy (Green) | 2.18 | 131.29 | 1,575.49 | 3,150.98 |
// Poopie (Brown) [L2] | 2.14 | 128.57 | 1,542.85 | 3,085.71 |
// Poopie (Brown) [R2] | 2.06 | 124.13 | 1,489.65 | 2,979.31 |
// Grindy (Red) | 2.03 | 121.80 | 1,461.60 | 2,923.20 |
// Princess Bubblegum | 1.92 | 115.38 | 1,384.61 | 2,769.23 |
// The Master | 1.90 | 114.06 | 1,368.82 | 2,737.64 |
// Saki (Blue) | 1.87 | 112.74 | 1,352.95 | 2,705.91 |
// Shiny Wasabi Kitty | 1.82 | 109.48 | 1,313.86 | 2,627.73 |
//
SCRIPT SOURCE CODE:
Make sure you copy the correct script for your device!
Code:
// ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
//|___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___|
// ___ _ _ ___ _ ___ __ __ ___ ___ _ ___ ___ _ _____ _____ _______ __ ___ _ ___ __ _ ___ _ __
// / __| || |_ _| \| \ \ / / \ \ / /_\ / __| /_\ | _ )_ _| | |/ /_ _|_ _|_ _\ \ / / / __| | /_\ \ / / /_\ | __| |/ /
// \__ \ __ || || .` |\ V / \ \/\/ / _ \\__ \/ _ \| _ \| | | ' < | | | | | | \ V / | (__| |__ / _ \ \/\/ / / _ \| _|| ' <
// |___/_||_|___|_|\_| |_| \_/\_/_/ \_\___/_/ \_\___/___| |_|\_\___| |_| |_| |_| \___|____/_/ \_\_/\_/ /_/ \_\_| |_|\_\
// __ _____ ___ ___ ___ ___ _ _ ___ _ _ _ _ _ _____ ___ __ __ _ _____ ___ ___ ___ ___ _____ ___ ___ _ _
// \ \ / / __| _ \/ __|_ _/ _ \| \| | |_ ) / | | | | | | | ||_ _|_ _| \/ | /_\_ _| __| | __| \_ _|_ _|_ _/ _ \| \| |
// \ V /| _|| /\__ \| | (_) | .` | / / _| | | | | |_| | |__| | | || |\/| |/ _ \| | | _| | _|| |) | | | | | | (_) | .` |
// \_/ |___|_|_\|___/___\___/|_|\_| /___(_)_| | | \___/|____|_| |___|_| |_/_/ \_\_| |___| |___|___/___| |_| |___\___/|_|\_|
// |_|
// ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
//|___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___|
//
// The Ultimate GTA: Online Claw Machine Script For Speed & Accuracy!
// MADE BY J3LLY | CREATED USING GPC FOR CronusZEN | YEAR: MMXXII | BUILD: 2100
// ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
//|___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___|
// ___ _ _ ___ _____ ___ _ _ ___ _____ ___ ___ _ _ ___ _
// |_ _|| \| |/ __||_ _|| _ \| | | | / __||_ _||_ _|/ _ \ | \| |/ __|(_)
// | | | .` |\__ \ | | | /| |_| || (__ | | | || (_) || .` |\__ \ _
// |___||_|\_||___/ |_| |_|_\ \___/ \___| |_| |___|\___/ |_|\_||___/(_)
//
// ALL IN ONE TARGETING MODE:
// Targets all toys from left to right, one by one. Cycle repeats until either disabled or changed.
//
// TOY TARGETING MODE:
// Targets ONE specific toy that you specify. Repeats until either disabled or changed.
//
//
// INSTRUCTIONS FOR SETUP:
// 1. Stand infront of your Claw Machine so the prompt to play is in the top left corner of your screen.
// 1a. (Optional) Starting in 3rd person should help prevent screenburn by changing the camera perspective between attempts.
// 2. Hold L2/LT or R2/RT and press the button relating to what targeting mode you want.
// 3. Put the controller down and enjoy!
// 4. If you want to try for a different toy or stop the script just press R3/RS.
//
//
// ALL IN ONE MODE CONTROLS(PS/XBOX):
// Press R2/RT + X/A to activate.
//
// Press L3 to disable or change to a different targeting mode.
//
//
// TOY TARGETING CONTROLS(PS/XBOX):
// Press R2/RT + Square/X - for Poopie (Brown) on the third row.
//
// Press L2/LT +
//
// X/A - for Humpy (Purple)
// Triangle/Y - for Muffy (Green)
// Circle/B - for Smoker (Yellow)
// Square/X - for Poopie (Brown) on the second row
// R1/RB - for Saki (Blue)
// R2/RT - for The Master
// R3/RS - for Grindy (Red)
// L1/LB - for Princess Robot Bubblegum
// D-Pad Right - for Shiny Wasabi Kitty
//
// Press L3 to cancel or change to a different targeting mode.
// ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
//|___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___|
// ___ ___ ___ ___ ___ _ ___ ___ _ _ ___ _ _____ __
// / __| _ \ __| __| \ __ __ /_\ / __/ __| | | | _ \ /_\ / __\ \ / /
// \__ \ _/ _|| _|| |) | \ V / / _ \ (_| (__| |_| | / / _ \ (__ \ V /
// |___/_| |___|___|___/ \_(_) /_/ \_\___\___|\___/|_|_\/_/ \_\___| | |
// |_|
//
// I've calibrated this script manually to be as stable and accurate as possible while maintaining the quickest possible pass time.
// Below are the approximate number of passes over time:
//
// NAME: | PASSx60SECS: | PASSx60MINS: | PASSx12HRS: | PASSx24HRS: |
// Humpy (Purple) | 2.33 | 140.29 | 1,683.55 | 3,367.10 |
// Smoker (Yellow) | 2.24 | 134.52 | 1,614.34 | 3,228.69 |
// Muffy (Green) | 2.18 | 131.29 | 1,575.49 | 3,150.98 |
// Poopie (Brown) [L2] | 2.14 | 128.57 | 1,542.85 | 3,085.71 |
// Poopie (Brown) [R2] | 2.06 | 124.13 | 1,489.65 | 2,979.31 |
// Grindy (Red) | 2.03 | 121.80 | 1,461.60 | 2,923.20 |
// Princess Bubblegum | 1.92 | 115.38 | 1,384.61 | 2,769.23 |
// The Master | 1.90 | 114.06 | 1,368.82 | 2,737.64 |
// Saki (Blue) | 1.87 | 112.74 | 1,352.95 | 2,705.91 |
// Shiny Wasabi Kitty | 1.82 | 109.48 | 1,313.86 | 2,627.73 |
//
//
// Even though I've manually calibrated each pass to remove any excess wait time there is still a slight delay between each one.
// This is because of three factors:
//
// 1. The animations your character does when losing varies in length.
// 2. The animation your character does when winning is longer than that of when you've lost.
// 3. The animation sequence is shorter in the 1st and longer in the 3rd Person camera perspectives.
//
// The minimum wait time between passes is 15 seconds and increases from there depending on distance. This allows for the claw to return with
// the target and play the winning animation without breaking sequence, regardless of the cameras perspective. As the winning animation is the
// longest this also ensures all your losing animations can play without the same issue. As such, I do not recommend editing anything.
// ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
//|___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___|
//
//
// ___ __ _ _ _ __
// / __| ___ _ _ / _|(_) __ _ _ _ _ _ __ _ | |_ (_) ___ _ _ / _|___
// | (__ / _ \| ' \ | _|| |/ _` || || || '_|/ _` || _|| |/ _ \| ' \ > _|_ _|
// \___|\___/|_||_||_| |_|\__, | \_,_||_| \__,_| \__||_|\___/|_||_| \_____|
// ___ _ |___/ _ _
// / __| ___ _ __ | |__ (_) _ _ __ _ | |_ (_) ___ _ _ ___
// | (__ / _ \| ' \ | '_ \| || ' \ / _` || _|| |/ _ \| ' \ (_-<
// \___|\___/|_|_|_||_.__/|_||_||_|\__,_| \__||_|\___/|_||_|/__/
//
//
// ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
//|___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___|
int PASS1;
main {
if (get_val(PS4_L2) && get_val(PS4_CROSS)) PASS1 = TRUE;
if (get_val(PS4_L3)) PASS1 = FALSE;
if (PASS1) combo_run(PASS1);
else combo_stop(PASS1);
}
int PASS2
main {
if (get_val(PS4_L2) && get_val(PS4_TRIANGLE)) PASS2 = TRUE
if (get_val(PS4_L3)) PASS2 = FALSE;
if (PASS2) combo_run (PASS2);
else combo_stop (PASS2);
}
int PASS3;
main {
if (get_val(PS4_L2) && get_val(PS4_CIRCLE)) PASS3 = TRUE;
if (get_val(PS4_L3)) PASS3 = FALSE;
if (PASS3) combo_run(PASS3);
else combo_stop(PASS3);
}
int PASS4;
main {
if (get_val(PS4_L2) && get_val(PS4_SQUARE)) PASS4 = TRUE;
if (get_val(PS4_L3)) PASS4 = FALSE;
if (PASS4) combo_run(PASS4);
else combo_stop(PASS4);
}
int PASS5;
main {
if (get_val(PS4_L2) && get_val(PS4_R1)) PASS5 = TRUE;
if (get_val(PS4_L3)) PASS5 = FALSE;
if (PASS5) combo_run(PASS5);
else combo_stop(PASS5);
}
int PASS6;
main {
if (get_val(PS4_L2) && get_val(PS4_R2)) PASS6 = TRUE;
if (get_val(PS4_L3)) PASS6 = FALSE;
if (PASS6) combo_run(PASS6);
else combo_stop(PASS6);
}
int PASS7;
main {
if (get_val(PS4_L2) && get_val(PS4_R3)) PASS7 = TRUE;
if (get_val(PS4_L3)) PASS7 = FALSE;
if (PASS7) combo_run(PASS7);
else combo_stop(PASS7);
}
int PASS8;
main {
if (get_val(PS4_L2) && get_val(PS4_L1)) PASS8 = TRUE;
if (get_val(PS4_L3)) PASS8 = FALSE;
if (PASS8) combo_run(PASS8);
else combo_stop(PASS8);
}
int PASS9;
main {
if (get_val(PS4_L2) && get_val(PS4_RIGHT)) PASS9 = TRUE;
if (get_val(PS4_L3)) PASS9 = FALSE;
if (PASS9) combo_run(PASS9);
else combo_stop(PASS9);
}
int PASS10;
main {
if (get_val(PS4_R2) && get_val(PS4_SQUARE)) PASS10 = TRUE;
if (get_val(PS4_L3)) PASS10 = FALSE;
if (PASS10) combo_run(PASS10);
else combo_stop(PASS10);
}
int PASSALL;
main {
if (get_val(PS4_R2) && get_val(PS4_CROSS)) PASSALL = TRUE;
if (get_val(PS4_L3)) PASSALL = FALSE;
if (PASSALL) combo_run(PASSALL);
else combo_stop(PASSALL);
}
// ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
combo PASS1 {
set_val(PS4_RIGHT, 100) wait(130) set_val(PS4_RIGHT, 0);
wait(6000);
set_val(PS4_LY, -100) wait(250) set_val(PS4_LY, 0);
wait(1500);
set_val(PS4_LX, 100) wait(2000) set_val(PS4_LX, 0);
wait(1000);
set_val(PS4_CROSS, 100) wait(750) set_val(PS4_CROSS, 0);
wait(15000);
}
combo PASS2 {
set_val(PS4_RIGHT, 100) wait(130) set_val(PS4_RIGHT, 0);
wait(6000);
set_val(PS4_LY, -100) wait(250) set_val(PS4_LY, 0);
wait(1500);
set_val(PS4_LX, 100) wait(3500) set_val(PS4_LX, 0);
wait(1000);
set_val(PS4_CROSS, 100) wait(750) set_val(PS4_CROSS, 0);
wait(15000);
}
combo PASS3 {
set_val(PS4_RIGHT, 100) wait(130) set_val(PS4_RIGHT, 0);
wait(6000);
set_val(PS4_LY, -100) wait(1700) set_val(PS4_LY, 0);
wait(1500);
set_val(PS4_LX, 100) wait(500) set_val(PS4_LX, 0);
wait(1000);
set_val(PS4_CROSS, 100) wait(750) set_val(PS4_CROSS, 0);
wait(15000);
}
combo PASS4 {
set_val(PS4_RIGHT, 100) wait(130) set_val(PS4_RIGHT, 0);
wait(6000);
set_val(PS4_LY, -100) wait(1450) set_val(PS4_LY, 0);
wait(1500);
set_val(PS4_LX, 100) wait(2300) set_val(PS4_LX, 0);
wait(1000);
set_val(PS4_CROSS, 100) wait(750) set_val(PS4_CROSS, 0);
wait(15250);
}
combo PASS5 {
set_val(PS4_RIGHT, 100) wait(130) set_val(PS4_RIGHT, 0);
wait(6000);
set_val(PS4_LY, -100) wait(1450) set_val(PS4_LY, 0);
wait(1500);
set_val(PS4_LX, 100) wait(4000) set_val(PS4_LX, 0);
wait(1000);
set_val(PS4_CROSS, 100) wait(750) set_val(PS4_CROSS, 0);
wait(15500);
}
combo PASS6 {
set_val(PS4_RIGHT, 100) wait(130) set_val(PS4_RIGHT, 0);
wait(6000);
set_val(PS4_LY, -100) wait(2500) set_val(PS4_LY, 0);
wait(1500);
set_val(PS4_LX, 100) wait(3250) set_val(PS4_LX, 0);
wait(1000);
set_val(PS4_CROSS, 100) wait(750) set_val(PS4_CROSS, 0);
wait(15750);
}
combo PASS7 {
set_val(PS4_RIGHT, 100) wait(130) set_val(PS4_RIGHT, 0);
wait(6000);
set_val(PS4_LY, -100) wait(4000) set_val(PS4_LY, 0);
wait(1500);
set_val(PS4_LX, 100) wait(500) set_val(PS4_LX, 0);
wait(1000);
set_val(PS4_CROSS, 100) wait(750) set_val(PS4_CROSS, 0);
wait(15000);
}
combo PASS8 {
set_val(PS4_RIGHT, 100) wait(130) set_val(PS4_RIGHT, 0);
wait(6000);
set_val(PS4_LY, -100) wait(4000) set_val(PS4_LY, 0);
wait(1500);
set_val(PS4_LX, 100) wait(2150) set_val(PS4_LX, 0);
wait(1000);
set_val(PS4_CROSS, 100) wait(750) set_val(PS4_CROSS, 0);
wait(15500);
}
combo PASS9 {
set_val(PS4_RIGHT, 100) wait(130) set_val(PS4_RIGHT, 0);
wait(6000);
set_val(PS4_LY, -100) wait(4000) set_val(PS4_LY, 0);
wait(1500);
set_val(PS4_LX, 100) wait(4000) set_val(PS4_LX, 0);
wait(1000);
set_val(PS4_CROSS, 100) wait(750) set_val(PS4_CROSS, 0);
wait(10000) wait(7000);
}
combo PASS10 {
set_val(PS4_RIGHT, 100) wait(130) set_val(PS4_RIGHT, 0);
wait(6000);
set_val(PS4_LY, -100) wait(2500) set_val(PS4_LY, 0);
wait(1500);
set_val(PS4_LX, 100) wait(1550) set_val(PS4_LX, 0);
wait(1000);
set_val(PS4_CROSS, 100) wait(750) set_val(PS4_CROSS, 0);
wait(15250);
}
combo PASSALL {
set_val(PS4_RIGHT, 100) wait(130) set_val(PS4_RIGHT, 0);
wait(6000);
set_val(PS4_LY, -100) wait(250) set_val(PS4_LY, 0);
wait(1500);
set_val(PS4_LX, 100) wait(2000) set_val(PS4_LX, 0);
wait(1000);
set_val(PS4_CROSS, 100) wait(750) set_val(PS4_CROSS, 0);
wait(15000);
set_val(PS4_RIGHT, 100) wait(130) set_val(PS4_RIGHT, 0);
wait(6000);
set_val(PS4_LY, -100) wait(250) set_val(PS4_LY, 0);
wait(1500);
set_val(PS4_LX, 100) wait(3500) set_val(PS4_LX, 0);
wait(1000);
set_val(PS4_CROSS, 100) wait(750) set_val(PS4_CROSS, 0);
wait(15000);
set_val(PS4_RIGHT, 100) wait(130) set_val(PS4_RIGHT, 0);
wait(6000);
set_val(PS4_LY, -100) wait(1700) set_val(PS4_LY, 0);
wait(1500);
set_val(PS4_LX, 100) wait(500) set_val(PS4_LX, 0);
wait(1000);
set_val(PS4_CROSS, 100) wait(750) set_val(PS4_CROSS, 0);
wait(15000);
set_val(PS4_RIGHT, 100) wait(130) set_val(PS4_RIGHT, 0);
wait(6000);
set_val(PS4_LY, -100) wait(1450) set_val(PS4_LY, 0);
wait(1500);
set_val(PS4_LX, 100) wait(2300) set_val(PS4_LX, 0);
wait(1000);
set_val(PS4_CROSS, 100) wait(750) set_val(PS4_CROSS, 0);
wait(15250);
set_val(PS4_RIGHT, 100) wait(130) set_val(PS4_RIGHT, 0);
wait(6000);
set_val(PS4_LY, -100) wait(1450) set_val(PS4_LY, 0);
wait(1500);
set_val(PS4_LX, 100) wait(4000) set_val(PS4_LX, 0);
wait(1000);
set_val(PS4_CROSS, 100) wait(750) set_val(PS4_CROSS, 0);
wait(15500);
set_val(PS4_RIGHT, 100) wait(130) set_val(PS4_RIGHT, 0);
wait(6000);
set_val(PS4_LY, -100) wait(2500) set_val(PS4_LY, 0);
wait(1500);
set_val(PS4_LX, 100) wait(1550) set_val(PS4_LX, 0);
wait(1000);
set_val(PS4_CROSS, 100) wait(750) set_val(PS4_CROSS, 0);
wait(15250);
set_val(PS4_RIGHT, 100) wait(130) set_val(PS4_RIGHT, 0);
wait(6000);
set_val(PS4_LY, -100) wait(2500) set_val(PS4_LY, 0);
wait(1500);
set_val(PS4_LX, 100) wait(3250) set_val(PS4_LX, 0);
wait(1000);
set_val(PS4_CROSS, 100) wait(750) set_val(PS4_CROSS, 0);
wait(15750);
set_val(PS4_RIGHT, 100) wait(130) set_val(PS4_RIGHT, 0);
wait(6000);
set_val(PS4_LY, -100) wait(4000) set_val(PS4_LY, 0);
wait(1500);
set_val(PS4_LX, 100) wait(500) set_val(PS4_LX, 0);
wait(1000);
set_val(PS4_CROSS, 100) wait(750) set_val(PS4_CROSS, 0);
wait(15500);
set_val(PS4_RIGHT, 100) wait(130) set_val(PS4_RIGHT, 0);
wait(6000);
set_val(PS4_LY, -100) wait(4000) set_val(PS4_LY, 0);
wait(1500);
set_val(PS4_LX, 100) wait(2150) set_val(PS4_LX, 0);
wait(1000);
set_val(PS4_CROSS, 100) wait(750) set_val(PS4_CROSS, 0);
wait(15500);
set_val(PS4_RIGHT, 100) wait(130) set_val(PS4_RIGHT, 0);
wait(6000);
set_val(PS4_LY, -100) wait(4000) set_val(PS4_LY, 0);
wait(1500);
set_val(PS4_LX, 100) wait(4000) set_val(PS4_LX, 0);
wait(1000);
set_val(PS4_CROSS, 100) wait(750) set_val(PS4_CROSS, 0);
wait(10000) wait(7000);
}
Code:
// ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
//|___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___|
// ___ _ _ ___ _ ___ __ __ ___ ___ _ ___ ___ _ _____ _____ _______ __ ___ _ ___ __ _ ___ _ __
// / __| || |_ _| \| \ \ / / \ \ / /_\ / __| /_\ | _ )_ _| | |/ /_ _|_ _|_ _\ \ / / / __| | /_\ \ / / /_\ | __| |/ /
// \__ \ __ || || .` |\ V / \ \/\/ / _ \\__ \/ _ \| _ \| | | ' < | | | | | | \ V / | (__| |__ / _ \ \/\/ / / _ \| _|| ' <
// |___/_||_|___|_|\_| |_| \_/\_/_/ \_\___/_/ \_\___/___| |_|\_\___| |_| |_| |_| \___|____/_/ \_\_/\_/ /_/ \_\_| |_|\_\
//
// __ _____ ___ ___ ___ ___ _ _ ___ __ _ _ _ _ _____ ___ __ __ _ _____ ___ ___ ___ ___ _____ ___ ___ _ _
// \ \ / / __| _ \/ __|_ _/ _ \| \| | |_ ) / \ | | | | | | ||_ _|_ _| \/ | /_\_ _| __| | __| \_ _|_ _|_ _/ _ \| \| |
// \ V /| _|| /\__ \| | (_) | .` | / / | () | | | | |_| | |__| | | || |\/| |/ _ \| | | _| | _|| |) | | | | | | (_) | .` |
// \_/ |___|_|_\|___/___\___/|_|\_| /___(_)__/ | | \___/|____|_| |___|_| |_/_/ \_\_| |___| |___|___/___| |_| |___\___/|_|\_|
// |_|
//
// ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
//|___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___|
//
// The Ultimate GTA: Online Claw Machine Script For Speed & Accuracy!
// MADE BY J3LLY | CREATED USING GPC FOR CronusMAX | YEAR: MMXXI | BUILD: 2091
// ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
//|___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___|
// ___ _ _ ___ _____ ___ _ _ ___ _____ ___ ___ _ _ ___ _
// |_ _|| \| |/ __||_ _|| _ \| | | | / __||_ _||_ _|/ _ \ | \| |/ __|(_)
// | | | .` |\__ \ | | | /| |_| || (__ | | | || (_) || .` |\__ \ _
// |___||_|\_||___/ |_| |_|_\ \___/ \___| |_| |___|\___/ |_|\_||___/(_)
//
//
//
// INSTRUCTIONS FOR SETUP:
// 1. Stand infront of your Claw Machine so the prompt to play is in the top left corner of your screen.
// 1a. (Optional) Starting in 3rd person should help prevent screenburn by changing the camera perspective between attempts.
// 2. Hold L2/LT or R2/RT and press the button relating to what targeting mode you want.
// 3. Put the controller down and enjoy!
// 4. If you want to try for a different toy or stop the script just press R3/RS.
//
//
//
// TOY TARGETING CONTROLS(PS/XBOX):
//
// Press L2/LT +
//
// X/A - for Humpy (Purple)
// Triangle/Y - for Muffy (Green)
// Circle/B - for Smoker (Yellow)
// Square/X - for Poopie (Brown) on the third row
// R1/RB - for Saki (Blue)
// R2/RT - for The Master
// R3/RS - for Grindy (Red)
// L1/LB - for Princess Robot Bubblegum
// D-Pad Right - for Shiny Wasabi Kitty
//
// Press L3 to cancel or change to a different target.
// ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
//|___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___|
// ___ ___ ___ ___ ___ _ ___ ___ _ _ ___ _ _____ __
// / __| _ \ __| __| \ __ __ /_\ / __/ __| | | | _ \ /_\ / __\ \ / /
// \__ \ _/ _|| _|| |) | \ V / / _ \ (_| (__| |_| | / / _ \ (__ \ V /
// |___/_| |___|___|___/ \_(_) /_/ \_\___\___|\___/|_|_\/_/ \_\___| | |
// |_|
//
// I've calibrated this script manually to be as stable and accurate as possible while maintaining the quickest possible pass time.
// Below are the approximate number of passes over time:
//
// NAME: | PASSx60SECS: | PASSx60MINS: | PASSx12HRS: | PASSx24HRS: |
// Humpy (Purple) | 2.33 | 140.29 | 1,683.55 | 3,367.10 |
// Smoker (Yellow) | 2.24 | 134.52 | 1,614.34 | 3,228.69 |
// Muffy (Green) | 2.18 | 131.29 | 1,575.49 | 3,150.98 |
// Poopie (Brown) | 2.06 | 124.13 | 1,489.65 | 2,979.31 |
// Grindy (Red) | 2.03 | 121.80 | 1,461.60 | 2,923.20 |
// Princess Bubblegum | 1.92 | 115.38 | 1,384.61 | 2,769.23 |
// The Master | 1.90 | 114.06 | 1,368.82 | 2,737.64 |
// Saki (Blue) | 1.87 | 112.74 | 1,352.95 | 2,705.91 |
// Shiny Wasabi Kitty | 1.82 | 109.48 | 1,313.86 | 2,627.73 |
//
//
// Even though I've manually calibrated each pass to remove any excess wait time there is still a slight delay between each one.
// This is because of three factors:
//
// 1. The animations your character does when losing varies in length.
// 2. The animation your character does when winning is longer than that of when you've lost.
// 3. The animation sequence is shorter in the 1st and longer in the 3rd Person camera perspectives.
//
// The minimum wait time between passes is 15 seconds and increases from there depending on distance. This allows for the claw to return with
// the target and play the winning animation without breaking sequence, regardless of the cameras perspective. As the winning animation is the
// longest this also ensures all your losing animations can play without the same issue. As such, I do not recommend editing anything.
// ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
//|___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___|
//
//
// ___ __ _ _ _ __
// / __| ___ _ _ / _|(_) __ _ _ _ _ _ __ _ | |_ (_) ___ _ _ / _|___
// | (__ / _ \| ' \ | _|| |/ _` || || || '_|/ _` || _|| |/ _ \| ' \ > _|_ _|
// \___|\___/|_||_||_| |_|\__, | \_,_||_| \__,_| \__||_|\___/|_||_| \_____|
// ___ _ |___/ _ _
// / __| ___ _ __ | |__ (_) _ _ __ _ | |_ (_) ___ _ _ ___
// | (__ / _ \| ' \ | '_ \| || ' \ / _` || _|| |/ _ \| ' \ (_-<
// \___|\___/|_|_|_||_.__/|_||_||_|\__,_| \__||_|\___/|_||_|/__/
//
//
// ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
//|___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___||___|
int PASS1;
main {
if (get_val(PS4_L2) && get_val(PS4_CROSS)) PASS1 = TRUE;
if (get_val(PS4_L3)) PASS1 = FALSE;
if (PASS1) combo_run(PASS1);
else combo_stop(PASS1);
}
int PASS2
main {
if (get_val(PS4_L2) && get_val(PS4_TRIANGLE)) PASS2 = TRUE
if (get_val(PS4_L3)) PASS2 = FALSE;
if (PASS2) combo_run (PASS2);
else combo_stop (PASS2);
}
int PASS3;
main {
if (get_val(PS4_L2) && get_val(PS4_CIRCLE)) PASS3 = TRUE;
if (get_val(PS4_L3)) PASS3 = FALSE;
if (PASS3) combo_run(PASS3);
else combo_stop(PASS3);
}
int PASS4;
main {
if (get_val(PS4_L2) && get_val(PS4_SQUARE)) PASS4 = TRUE;
if (get_val(PS4_L3)) PASS4 = FALSE;
if (PASS4) combo_run(PASS4);
else combo_stop(PASS4);
}
int PASS5;
main {
if (get_val(PS4_L2) && get_val(PS4_R1)) PASS5 = TRUE;
if (get_val(PS4_L3)) PASS5 = FALSE;
if (PASS5) combo_run(PASS5);
else combo_stop(PASS5);
}
int PASS6;
main {
if (get_val(PS4_L2) && get_val(PS4_R2)) PASS6 = TRUE;
if (get_val(PS4_L3)) PASS6 = FALSE;
if (PASS6) combo_run(PASS6);
else combo_stop(PASS6);
}
int PASS7;
main {
if (get_val(PS4_L2) && get_val(PS4_R3)) PASS7 = TRUE;
if (get_val(PS4_L3)) PASS7 = FALSE;
if (PASS7) combo_run(PASS7);
else combo_stop(PASS7);
}
int PASS8;
main {
if (get_val(PS4_L2) && get_val(PS4_L1)) PASS8 = TRUE;
if (get_val(PS4_L3)) PASS8 = FALSE;
if (PASS8) combo_run(PASS8);
else combo_stop(PASS8);
}
int PASS9;
main {
if (get_val(PS4_L2) && get_val(PS4_RIGHT)) PASS9 = TRUE;
if (get_val(PS4_L3)) PASS9 = FALSE;
if (PASS9) combo_run(PASS9);
else combo_stop(PASS9);
}
// ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
combo PASS1 {
set_val(PS4_RIGHT, 100) wait(130) set_val(PS4_RIGHT, 0);
wait(4000) wait(2000);
set_val(PS4_LY, -100) wait(250) set_val(PS4_LY, 0);
wait(1500);
set_val(PS4_LX, 100) wait(2000) set_val(PS4_LX, 0);
wait(1000);
set_val(PS4_CROSS, 100) wait(750) set_val(PS4_CROSS, 0);
wait(4000) wait(4000) wait(4000) wait(3000);
}
combo PASS2 {
set_val(PS4_RIGHT, 100) wait(130) set_val(PS4_RIGHT, 0);
wait(4000) wait(2000);
set_val(PS4_LY, -100) wait(250) set_val(PS4_LY, 0);
wait(1500);
set_val(PS4_LX, 100) wait(3500) set_val(PS4_LX, 0);
wait(1000);
set_val(PS4_CROSS, 100) wait(750) set_val(PS4_CROSS, 0);
wait(4000) wait(4000) wait(4000) wait(3000);
}
combo PASS3 {
set_val(PS4_RIGHT, 100) wait(130) set_val(PS4_RIGHT, 0);
wait(4000) wait(2000);
set_val(PS4_LY, -100) wait(1700) set_val(PS4_LY, 0);
wait(1500);
set_val(PS4_LX, 100) wait(500) set_val(PS4_LX, 0);
wait(1000);
set_val(PS4_CROSS, 100) wait(750) set_val(PS4_CROSS, 0);
wait(4000) wait(4000) wait(4000) wait(3000);
}
combo PASS4 {
set_val(PS4_RIGHT, 100) wait(130) set_val(PS4_RIGHT, 0);
wait(4000) wait(2000);
set_val(PS4_LY, -100) wait(2500) set_val(PS4_LY, 0);
wait(1500);
set_val(PS4_LX, 100) wait(1550) set_val(PS4_LX, 0);
wait(1000);
set_val(PS4_CROSS, 100) wait(750) set_val(PS4_CROSS, 0);
wait(4000) wait(4000) wait(4000) wait(3250);
}
combo PASS5 {
set_val(PS4_RIGHT, 100) wait(130) set_val(PS4_RIGHT, 0);
wait(4000) wait(2000);
set_val(PS4_LY, -100) wait(1450) set_val(PS4_LY, 0);
wait(1500);
set_val(PS4_LX, 100) wait(4000) set_val(PS4_LX, 0);
wait(1000);
set_val(PS4_CROSS, 100) wait(750) set_val(PS4_CROSS, 0);
wait(4000) wait(4000) wait(4000) wait(3500);
}
combo PASS6 {
set_val(PS4_RIGHT, 100) wait(130) set_val(PS4_RIGHT, 0);
wait(4000) wait(2000);
set_val(PS4_LY, -100) wait(2500) set_val(PS4_LY, 0);
wait(1500);
set_val(PS4_LX, 100) wait(3250) set_val(PS4_LX, 0);
wait(1000);
set_val(PS4_CROSS, 100) wait(750) set_val(PS4_CROSS, 0);
wait(4000) wait(4000) wait(4000) wait(3750);
}
combo PASS7 {
set_val(PS4_RIGHT, 100) wait(130) set_val(PS4_RIGHT, 0);
wait(4000) wait(2000);
set_val(PS4_LY, -100) wait(4000) set_val(PS4_LY, 0);
wait(1500);
set_val(PS4_LX, 100) wait(500) set_val(PS4_LX, 0);
wait(1000);
set_val(PS4_CROSS, 100) wait(750) set_val(PS4_CROSS, 0);
wait(4000) wait(4000) wait(4000) wait(3000);
}
combo PASS8 {
set_val(PS4_RIGHT, 100) wait(130) set_val(PS4_RIGHT, 0);
wait(4000) wait(2000);
set_val(PS4_LY, -100) wait(4000) set_val(PS4_LY, 0);
wait(1500);
set_val(PS4_LX, 100) wait(2150) set_val(PS4_LX, 0);
wait(1000);
set_val(PS4_CROSS, 100) wait(750) set_val(PS4_CROSS, 0);
wait(4000) wait(4000) wait(4000) wait(3500);
}
combo PASS9 {
set_val(PS4_RIGHT, 100) wait(130) set_val(PS4_RIGHT, 0);
wait(4000) wait(2000);
set_val(PS4_LY, -100) wait(4000) set_val(PS4_LY, 0);
wait(1500);
set_val(PS4_LX, 100) wait(4000) set_val(PS4_LX, 0);
wait(1000);
set_val(PS4_CROSS, 100) wait(750) set_val(PS4_CROSS, 0);
wait(4000) wait(4000) wait(4000) wait(4000) wait(750);
}
Last edited: