Action Sequence (Timeline)

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Controls the priority order of skill releases.


Format

The following values are accepted; both English commas , and Chinese commas work as separators, and surrounding whitespace and empty fields are cleaned up:

1,2,3,4          # Operator skill
ult_1~ult_4      # Operator ultimate
e                # Conjunction skill
sleep_[n]        # Wait n seconds (e.g. sleep_1.5)
normal_[n]       # Temporarily run normal combat for n seconds

Example

ult_2,1,e,ult_1,sleep_1.5,ult_3

Means:

  • Try operator 2's ultimate first
  • Then try operator 1's skill
  • Then try the conjunction skill
  • Try operator 1's ultimate
  • Wait 1.5 seconds
  • Try operator 3's ultimate
  • Back to step 1 (try operator 2's ultimate)

Behavior

  • The program loops through the sequence trying skills in order, while still re-locking the target and dodging forward on the "No-digit operation interval" period
  • A successful skill, ultimate, or conjunction advances to the next item and resets the 5-second timer
  • sleep_n blocks and waits for n seconds, then advances and resets the timer; the parser accepts any float, but a negative value passed to time.sleep raises an exception and ends the current auto-combat, so the value must actually be >= 0
  • normal_n temporarily runs normal combat for n seconds; n must be greater than 0; afterwards the action sequence resumes and the timer resets
  • If a skill action has not succeeded within 5 seconds of the last success, this battle permanently falls back to normal combat and never returns to the action sequence

Use cases

  • Control burst order
  • Prioritize key skills
  • Combine with conjunctions or specific tactics
  • Avoid skills being consumed by mistake
  • sleep works well with long-burst operators like Iffy

Parsing and execution flow

flowchart TD
    A[Read action sequence string] --> B[Split by English comma]
    B --> C{Is the action valid}
    C -->|No| D[Log and ignore invalid field]
    C -->|Yes| E[Build action list]
    E --> F[Execute in order during battle]
    F --> G{Action type}
    G -->|1-4| H[Release skill]
    G -->|ult_1-ult_4| I[Release ultimate]
    G -->|e| J[Release conjunction]
    G -->|sleep_n| K[Wait n seconds]
    G -->|normal_n| L[Normal combat for n seconds]
    H --> M{Succeeded within 5s}
    I --> M
    J --> M
    K --> F
    L --> F
    M -->|Yes| F
    M -->|No| N[Fall back to normal combat]

Notes

  • An English comma , is recommended; Chinese commas are also parsed
  • Order matters a lot
  • Do not use a negative sleep_n; it passes parsing but fails at runtime and interrupts the current auto-combat
  • Invalid fields are ignored; if the config is empty or no valid field remains after filtering, it falls back to the default sequence 1,2,3

Related documents: Auto Combat / Stamina Farming

View source on GitHub ↗ · Page generated: Aug 10, 2026