No-Code Workspace — Block Reference

Flow ControlBlock usage recipe

Boolean Group (BOOLEAN_GROUP)

Combines several conditions into one TRUE/FALSE decision

Documented for app version 1.0.50Updated:

Block Preview

Captured from the in-app Visual Builder block card in the English UI.

English UI
Boolean Group (BOOLEAN_GROUP) block card

What Does It Do?

Reduces the Compare blocks and nested Boolean Groups under Condition to one result with the logic you choose; the TRUE or FALSE branch runs accordingly. If / Else uses the same condition list.

When to Use?

1

Several preconditions must hold at the same time

2

One of several conditions is enough, or none may hold

3

Mixed decisions such as (A and B) or C

How to Use?

1

Choose how the conditions combine in Detection Logic

2

Add Compare blocks under Condition, and a nested Boolean Group for mixed logic

3

Fill the TRUE and FALSE branches

Parameters

Detection Logic

All Must Match (all true), Any Must Match (at least one true), All Must Fail, Any Must Fail, Always True, Always False

Condition

Compare blocks and nested Boolean Groups

Example Usage

1

Boolean Group → All Must Match

2

Condition: energy >= 50 and cooldown == 0

3

TRUE branch: call the attack group; FALSE branch: WAIT 1000 ms

Combinations / Used With

1

COMPARE + BOOLEAN_GROUP: each condition is its own Compare block

2

BOOLEAN_GROUP + BOOLEAN_GROUP: mixed logic with nested groups

3

IF_ELSE: to check the same conditions several times or continuously

Tip

Combines several conditions into one TRUE/FALSE decision

Warnings / Cautions

1

Only value-mode Compare blocks and Boolean Groups can go under Condition

2

Except for the Always modes at least one enabled condition is required; the Always modes do not evaluate conditions

3

A condition disabled by Event State is left out of the result, not counted as false

Step-by-Step Mastery: Basic → Advanced → Pro

The same block at three levels: a quick start, the real options, and professional techniques.

Basic

BOOLEAN_GROUP reduces the Compare blocks and nested Boolean Groups under Condition to one TRUE/FALSE result with the Detection Logic you choose, and runs its own TRUE or FALSE branch. It bundles multi-condition decisions like "energy is enough AND the cooldown is over" into one block without nested If / Else chains.

Advanced

Detection Logic options: All Must Match (all true), Any Must Match (at least one true), All Must Fail (all false), Any Must Fail (at least one false), Always True and Always False. The Always modes do not evaluate the conditions; they are for testing and drafts. Only value-mode Compare blocks and nested Boolean Groups can go under Condition; nested groups give mixed logic such as (A and B) or C. Except for the Always modes at least one enabled condition is required, otherwise validation fails. A condition disabled by Event State is left out of the result (not counted as false). When the same condition must be checked several times or continuously, use If / Else, which has a loop setting.

Pro

When an action should fire only if several preconditions hold at once, All Must Match gives you a single gate. Any Must Fail is ideal for negative checks such as "stop if any check fails". Use Always True / Always False during drafting to keep a branch open or closed for a while, then replace them with real conditions. Splitting large logic into meaningful nested groups reads better than piling it into one group.

Real-World Scenarios — Step-by-Step Recipes

Small, reproducible examples that combine several blocks — build them straight into your own macro.

Attack only if both conditions hold
  1. 1Add Boolean Group, Detection Logic = All Must Match
  2. 2Condition: Compare energy >= 50
  3. 3Condition: Compare cooldown == 0
  4. 4TRUE branch: call the attack group with GROUP_CALL
  5. 5FALSE branch: WAIT 1000 ms
Stop if any of three health checks drops
  1. 1Add Boolean Group, Detection Logic = Any Must Fail
  2. 2Condition: connection == "open"
  3. 3Condition: battery > 15
  4. 4Condition: errorCount < 3
  5. 5TRUE branch (a check failed): LOG and SYSTEM → Stop Macro

Which Blocks to Pair With — Pro Combinations

This block is useful on its own — but it shines when paired with the right partners.

+ COMPARE

Is the building block of BOOLEAN_GROUP; each child COMPARE provides one condition and the group combines them.

+ IF_ELSE

Feeds the compound decision to IF_ELSE as one clean condition, avoiding a crowd of nested COMPAREs.

+ BOOLEAN_GROUP (nested)

Using one Boolean Group as a condition of another gives mixed logic such as (A and B) or C.

+ SET_VARIABLE

Prepares the state variables that the COMPAREs in the group read.

Common Mistakes and Fixes

Confusing All Must Match with Any Must Match: choosing OR instead of AND returns TRUE more often than expected. Pick the mode by the intent of the condition.

Leaving Condition empty: except for the Always modes, validation reports it as an error. Add at least one enabled Compare.

Leaving Always True / Always False in a finished macro: the constant result you left for drafting silently disables real logic. Replace it with real conditions first.

Pro Tips

Use Any Must Fail for negative checks: you express "stop if any check fails" in one block.

Instead of one huge group, split sub-conditions into separate BOOLEAN_GROUPs; let each group represent a single concept so it becomes reusable.

A Compare in screen-region mode does not run in a condition list; run the region comparison as a standalone block first and use its status variable in a value Compare condition.

This Block's Code (Editor View)

Lua

The Lua below is what the Code Editor generates for this block with sample settings. Adding cases, branches, actions or loops, or changing settings, extends the generated code accordingly. Study it to see what the block does under the hood, to learn Lua, or to copy and adapt it. Use the Copy button (top-right) to paste it into the Code Editor, or “Try in Editor →” to run it in the live editor.

local _bool_result1 = ((1 == 1) and (2 == 2))

Note: generated code can evolve across versions; helper names (e.g. _reg1, m1) and internal optimizations may change. The logic and the called APIs reflect the block’s behavior.

Block ↔ Lua Mapping →

Shared Controls for This Block Family

The guidance below is not identical for every block. It summarizes the professional controls that most often repeat in the selected block family.

🔀Branch and Exit Rules

Define TRUE/FALSE, try/catch, and loop exit behavior before chaining more blocks.

📦Results and Scope

Keep it explicit where group, dialog, and loop variables are created and where they are consumed.

🛑Safety Bounds

Long flows become brittle quickly without timeouts, ASSERT blocks, BREAK logic, or explicit guards.

🧩Modularity

Moving repeated steps into GROUP and GROUP_CALL improves readability in larger projects.

Builder vs Lua Boundary

Raw touch pointer lifecycle stays code-first

TOUCH and TOUCH_BREAK cover recipe-style touch flows. Raw pointer choreography such as Touch.down, Touch.move, Touch.up, Touch.dispatch, Touch.reset, Touch.breakAll, and Touch.releaseAfter is not exposed as a first-class builder block.

Touch.downTouch.moveTouch.upTouch.dispatchTouch.resetTouch.breakAllTouch.releaseAfter
Bounded dialog design is builder-backed; freer composition stays code-first

The DIALOG block and dialog designer cover a bounded field set in the builder: Info Text, Text Input, Checkbox, Description, Radio Group, Dropdown, Multi Select, Tab Group, Date Time, Number Range, Slider, Image Picker, Color Picker, File Picker, Recorder Picker, Tag, Signature, and Spacer. The buttons are designed too: the Positive button and Negative button tabs set each button’s text, background, and border color, corner radius, and minimum height next to a preview. Freer Setting.builder composition, multi-step wizard flows, and mixed HUD/dialog choreography still do not map 1:1 into the builder.

Coming soonv1.0.51Two more fields: Agent Detect references (agent_detect_editor) lets the user pick a saved reference set or add and edit references, and Save confirms the selection; Navigation setup editor (navigation_editor) edits a saved map, marker and route from the Dialog and returns the setup and route selection without moving the character.

Setting.builderDialogHudTextViewAgentDetectEditorNavigationEditor
Advanced HTTP request chaining stays code-first

HTTP_GET, HTTP_POST, and HTTP_PUT cover common fixed-method flows; HTTP_REQUEST covers one bounded request with method, header lines, body, content type, query parameters (GET and DELETE), timeout, and a bounded retry. These blocks never throw; they write the status code (-1 on a network failure). Cookie handling, chained request objects, and lower-level client flows still need the code editor.

Request()Request.setCookieRequest.getCookiesCUSTOM_CODE
General programming surfaces stay code-first

The MAP, LIST, JSON_PARSE, REGEX_MATCH, and METRICS blocks cover the everyday cases: map actions, a static list, reading a value from a JSON path, regex match, find, replace, and split, and metrics actions. The rest of the Map, Array, JSON, Regex, and Metrics APIs (for example Array sort, filter, and map) is broader than the builder recipe model and stays on the CUSTOM_CODE and code editor side.

MapArrayJSONRegexMetrics
Low-level runtime and Lua composition stays code-first

Runtime helpers, raw Request objects, Lua built-ins such as print/pcall/xpcall, and free-form object chaining patterns are represented through CUSTOM_CODE or the code editor.

RuntimeRequestprintpcallxpcallCUSTOM_CODE

Debug Mode and Breakpoints

Each block card now exposes an independent breakpoint toggle. When enabled, the breakpoint preference is stored with the block.

Breakpoints are only emitted into runtime code when Debug Mode is enabled from Visual Builder settings. When Debug Mode is off, breakpoints stay saved but do not pause execution.

Use ASSERT for fail-fast validation, and use breakpoints for step-by-step tracing and controlled pauses in the same flow.

Variable Scope

1

Variables defined with SET_VARIABLE are accessible throughout the macro (global scope). All blocks can read/write the same variable.

2

However, a variable defined inside a GROUP will be 'nil' (undefined) until the GROUP executes. Blocks outside the GROUP using this variable may produce unexpected results.

3

FOR_EACH loop variables (item and index) only carry valid values inside the loop body. Outside the loop they are outside local scope and should not be used.

4

TRY_CATCH error variable is only valid within the catch block. If the try block succeeds, the catch branch is not entered and the error variable remains undefined.

5

TIP: Before using a variable inside a GROUP, assign a default value with SET_VARIABLE outside the GROUP. This way the variable won't be nil even if the GROUP has not run.

Inline Expressions

You can embed variable values and calculations into text fields using {{ expression }} syntax. Expressions inside double curly braces are evaluated as Lua code and the result is inserted into the text.

Syntax
{{ expression }}
Examples
Skor: {{ score + 1 }} → "Skor: " .. tostring(score + 1)
{{ name }} kazandı! → tostring(name) .. " kazandı!"
X:{{ x }} Y:{{ y }} → "X:" .. tostring(x) .. " Y:" .. tostring(y)
Supported Blocks
SET_VARIABLELOGCOMPARECLIPBOARD_WRITENOTIFY_TOASTKV_SET
Security Note

Expressions are checked by the sandbox policy. Security-sensitive calls like loadstring, require, debug are automatically blocked.

General Tips

1

Keep scan regions as small as possible — improves speed, reduces false matches.

2

Always add an exit condition when using infinite loops (BREAK, timeout, or conditional exit).

3

Use network operations and error-prone steps inside TRY_CATCH.

4

If you need global error handling, use the Error Handler (ERROR_HANDLER) block as a singleton in the project.

5

Small coordinate offsets (CLICK/SWIPE) improve tap accuracy across different DPI and screen scales.

6

Customize macros with Dialog block — different parameters each run.

7

Define repeating steps once with GROUP_CALL, call from many places.

Cross-macro local library

Local Shared Macro Area

The Local Shared Macro Area moves blocks, variables, dialog fields, gallery assets, and imported media dependencies between macros on the same device. It is device-local, not cloud sync, not Firebase sharing, and not a replacement for public macro sharing.

Professional usage model: put a reusable login flow, common scan region, shared dialog form, variable group, template image, color profile, replay recording, or imported PLAY_SOUND media file into the shared area from one macro, then import it from the relevant + menu in another macro.

VISUAL_BLOCKSVARIABLESDIALOG_FIELDSTEMPLATE_IMAGECOLOR_SWATCHREPLAY_RECORDMEDIA_FILE
1

Send to the shared area

When one item or a multi-selection is active, the shared-area button can copy the selected part from the workspace, group, true/false action branch, dialog, and variables surfaces into the device-local library.

2

Import into another macro

The shared-area entry under the + menu imports the selected item into the surface that opened it. Main workspace, group, action branch, dialog, and variables each receive the compatible item type.

3

Share gallery assets

Gallery items include template images, color swatches, replay records, and imported audio/media files. They can move between macros on the same device so repeated templates, colors, recordings, and PLAY_SOUND media assets do not need to be captured again.

4

Keep it clean

The shared area is not a permanent dumping ground. Delete stale shared items from the shared-library panel; imports create a copy in the target macro and do not rewrite the source macro flow.

Checkpoint: after importing, review block names, linked template/image/color/record/media assets, and variable names in the target macro. The shared area creates a copy; delete stale shared items from the shared-library panel to keep the library clean.

AI assistant

Build a block chain with MH AI in natural language

Tell MH AI what you want in plain language; it proposes the right block sequence and lands it in the workspace after you approve. In the current release it works with cloud providers such as Gemini, Claude, and OpenAI; on-device local models are on the roadmap.

Learn more →