4.2 Wait for
A wait holds its lane until something is true, then the flow carries on. Four things it can wait for — a key, a picture, a bar, a sound — and one that just pauses.
How a wait works
Underneath, every wait is the same node — only the condition differs. Pick the kind from the palette and the node's own editor opens on the condition it needs. The sixth card, Combined wait, is the same node opened on an empty condition row, for a wait that needs two signals at once — Combining conditions says how the row works.
Timing
Pauses for a duration, then the flow carries on. It is the gap between two actions, the breath before a click lands, the space between repeats — an action carries no delay of its own, so this is where one goes.
Duration is milliseconds. Press the dash beside it to turn the number into a random range: two bounds, and a fresh value drawn between them every time the flow comes round, so two passes are never timed exactly alike.
Key
Holds until you press a combination. The picker captures whatever you press — keys, mouse buttons, the scroll wheel — and a combination is matched in the order you pressed it. With sequences turned on it can also be a sequence — up to four combos pressed one after another — but not under NOT: only a single combo can be negated.
It holds a lane in the middle of a run, which is what makes “carry on when I say so” possible.
Giving up
With Gives up off, the wait waits for as long as it takes. Turn it on for a deadline in milliseconds and one of two outcomes: Move to next node carries on with the step below, Reset flow starts the lane again from its first step.
Object
Holds until a picture you saved is on screen — or until it is gone. It is what saves you from watching for something: pick the loot up the moment it drops, drink when a debuff icon lights up, press the skill the instant its cooldown ring clears.
It needs two things: the object — the picture to look for — and the area — the part of the screen to look in. Both are built once and reused: objects and areas have their own pages.
Where it looks
Every search also asks where. Full screen is the default and a real answer, but the whole screen can be slow to search and invites false matches, so narrow it to an area when you can — building an area is its own page, and it makes the search both faster and more accurate.
Accuracy
How close the match has to be. High is strict: it must look almost exactly like the picture you saved. Low finds it through changes in lighting and scale, and starts catching things that only resemble it. Start high; come down when a match is missed.
Appearing and disappearing
The wait can hold for the object to appear or for it to disappear. Waiting for it to go waits to see it first, so the step cannot be skipped because the thing had already gone before the wait started.
Min visible is how long it has to stay on screen before the wait counts it, so a single
flickering frame does not. 0 passes on the first frame it is seen, and
disappearing has the same setting for how long it has to stay gone.
Giving up
With Gives up off, the wait waits for as long as it takes. Turn it on for a deadline in milliseconds and one of two outcomes: Move to next node carries on with the step below, Reset flow starts the lane again from its first step.
Colour
Holds until a bar reads a level. Health, mana, cast bars, cooldowns, progress bars — anything that fills or drains is a colour, and this is what turns it into a decision: drink below 25% health, fire when the cast bar passes 90%, wait while the loot bar fills.
It needs a colour and the zone the reading is taken in. The colour carries its own zone, because a colour with nowhere to measure it means nothing. Sampling one, and the tolerance, direction and calibration it carries, is on the colour bar page.
What the wait reads
A colour reads as coverage: what share of the zone matches, compared as more than or less than a percentage. “Health below 25%” and “the cast bar is over 90% full” are the same control with the comparison flipped.
It can also give up when the reading stops changing. That catches the case a deadline cannot tell apart: a bar that has frozen rather than one that is still filling slowly.
Giving up
With Gives up off, the wait waits for as long as it takes. Turn it on for a deadline in milliseconds and one of two outcomes: Move to next node carries on with the step below, Reset flow starts the lane again from its first step.
Sound
Holds until a sound you recorded plays again. Useful where the screen says nothing: a quest chime, a level-up, the click of a successful catch, an alert that fires while the window is behind another one.
It listens to system audio — everything the machine plays. The microphone is not recorded and nothing else on the machine is listened to. Recording the sound it waits for is on the sound page.
Strictness
The same idea as an object's accuracy: high demands a close match, low accepts a rougher one. A sound that shares its opening notes with another one in the game is the case to raise it for.
Giving up
With Gives up off, the wait waits for as long as it takes. Turn it on for a deadline in milliseconds and one of two outcomes: Move to next node carries on with the step below, Reset flow starts the lane again from its first step.