> For the complete documentation index, see [llms.txt](https://enchantedmobs.superiormc.cn/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://enchantedmobs.superiormc.cn/for-ultimatequest/configuration/actions/orchestration.md).

# Control-flow Actions

Configure these entries under a menu button/entry actions node. See the [common action format](/for-ultimatequest/configuration/actions.md).

## `chance`

Runs every child action when a percentage roll passes.

| Field     | Default  | Description                                        |
| --------- | -------- | -------------------------------------------------- |
| `rate`    | Required | Percentage compared to a random value in \[0,100). |
| `actions` | Required | Nested action mapping.                             |

```yaml
type: chance
rate: 25
actions:
  feedback:
    type: message
    message: '&aLucky!'
```

Use rates from 0 to 100. This is a runtime action roll, not a persisted random reward.

## `any`

Shuffles child actions and runs up to amount distinct entries.

| Field     | Default  | Description                    |
| --------- | -------- | ------------------------------ |
| `amount`  | 1        | Maximum selected action count. |
| `actions` | Required | Child action mapping.          |

```yaml
type: any
amount: 1
actions:
  one:
    type: message
    message: '&aOne'
  two:
    type: message
    message: '&bTwo'
```

Selection is uniform without replacement; more than the available count executes all. No reward-pool weights are used.

## `delay`

Schedules child actions after a tick delay.

| Field     | Default  | Description                              |
| --------- | -------- | ---------------------------------------- |
| `time`    | Required | Server tick delay, stored as an integer. |
| `actions` | Required | Child action mapping.                    |

```yaml
type: delay
time: 20
actions:
  notice:
    type: message
    message: '&eOne second later.'
```

The player must still be online. The action context is retained; do not assume delayed task state is still unchanged.
