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.
No-Code Workspace — Block Reference
Leaves the loop it is in
Documented for app version 1.0.50Updated:
Block Preview
Captured from the in-app Visual Builder block card in the English UI.

Ends the nearest loop at once; the flow continues after the loop. Loops are: For Each, While, Repeat Until, a Group or If / Else with its loop on, a looping Group Folder and the main flow’s repeat setting. It has no parameters.
Leave a loop when an image or text appears
Leave when a counter reaches its target
Add a condition block inside the loop (Compare, IMAGE, TEXT…)
Add Break to the exit branch; the block list offers it only inside a loop
GROUP (Infinite Loop) → TEXT: search for "Complete"
TRUE branch: Break; FALSE branch: WAIT 1000 ms
COMPARE + BREAK: leave by counter
IMAGE / TEXT + BREAK: leave when the screen changes
Leaves the loop it is in
It breaks only the nearest loop; nested loops need a separate exit for the outer one
A Break outside any loop is a validation error
When the main flow loops infinitely and that is the nearest loop, Break does not stop the macro: the pass starts over and validation warns. Use SYSTEM → Stop Macro to end it
The same block at three levels: a quick start, the real options, and professional techniques.
BREAK immediately ends the nearest loop it sits inside, and the macro continues after that loop. Loops are: For Each, While, Repeat Until, a GROUP or If / Else with its loop on, a looping Group Folder and the main flow’s repeat setting. It has no parameters. It is not used on its own but on a branch of a condition block (COMPARE, IMAGE, TEXT…), so the exit happens only when the condition holds.
BREAK breaks only the NEAREST loop; in nested loops each level needs its own exit to leave the outer loop. Body blocks after BREAK do not run that pass. The block list offers BREAK only inside a loop; a BREAK placed outside any loop is a validation error and the macro does not start. Special case: when the main flow loops infinitely and that main loop is the nearest loop, BREAK does not stop the macro; the pass starts over and validation shows a warning. Use the SYSTEM block’s Stop Macro command to end the macro.
BREAK is the core tool for taming infinite GROUP loops: exit cleanly with TEXT/IMAGE + BREAK when a "Done" image/text appears. To exit an outer loop from nested loops, use a flag variable: in the inner loop SET_VARIABLE: exit = true + BREAK, in the outer loop COMPARE exit == true → BREAK. As a safety bound put a maximum-turn BREAK in every long loop (COMPARE turns > N → BREAK); this is a second line of defense independent of loopDurationCapMs. Always place BREAK behind a condition; an unconditional BREAK kills the loop on the first turn and is usually a bug.
Small, reproducible examples that combine several blocks — build them straight into your own macro.
This block is useful on its own — but it shines when paired with the right partners.
The standard way to leave a loop when an image/text/color appears; brings wait loops under control.
Exits when a counter or state variable reaches a threshold; the basis of the maximum-turn safety bound.
Turns an infinite GROUP loop into a controllable, terminable one; without BREAK there is no exit from GROUP.
Sets the flag that carries the "exit" signal to the outer loop in nested loops; needed because a single BREAK cannot break two layers.
Adding BREAK standalone and unconditional. Fix: always place BREAK in a COMPARE/IMAGE/TEXT branch; an unconditional BREAK ends the loop on the first turn.
Trying to exit a two-layer loop with one BREAK. Fix: BREAK only breaks the nearest loop; use a flag variable + a second COMPARE/BREAK for the outer loop.
Trying to end the main flow’s infinite loop with BREAK. Fix: the pass just starts over; use SYSTEM → Stop Macro to end the macro.
Give every infinite GROUP/WHILE loop both a logical exit (TEXT/IMAGE + BREAK) and a maximum-turn BREAK; the two catch different failure modes.
Remember no block runs in the same turn after BREAK; put any cleanup needed before exit (HUD dispose, log) BEFORE the BREAK.
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 items = {10, 20}
local _foreach_list_1 = items
if type(_foreach_list_1) ~= "table" then
if System and System.log then System.log("FOR_EACH skipped: list variable 'items' is not a table") end
_foreach_list_1 = {}
end
for index, item in ipairs(_foreach_list_1) do
goto _break_3
::_cont_2::
end
::_break_3::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.
The guidance below is not identical for every block. It summarizes the professional controls that most often repeat in the selected block family.
Define TRUE/FALSE, try/catch, and loop exit behavior before chaining more blocks.
Keep it explicit where group, dialog, and loop variables are created and where they are consumed.
Long flows become brittle quickly without timeouts, ASSERT blocks, BREAK logic, or explicit guards.
Moving repeated steps into GROUP and GROUP_CALL improves readability in larger projects.
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.releaseAfterThe 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.builderDialogHudTextViewAgentDetectEditorNavigationEditorHTTP_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_CODEThe 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.
MapArrayJSONRegexMetricsRuntime 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_CODEEach 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.
Variables defined with SET_VARIABLE are accessible throughout the macro (global scope). All blocks can read/write the same variable.
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.
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.
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.
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.
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.
{{ expression }}Skor: {{ score + 1 }} → "Skor: " .. tostring(score + 1){{ name }} kazandı! → tostring(name) .. " kazandı!"X:{{ x }} Y:{{ y }} → "X:" .. tostring(x) .. " Y:" .. tostring(y)Expressions are checked by the sandbox policy. Security-sensitive calls like loadstring, require, debug are automatically blocked.
Keep scan regions as small as possible — improves speed, reduces false matches.
Always add an exit condition when using infinite loops (BREAK, timeout, or conditional exit).
Use network operations and error-prone steps inside TRY_CATCH.
If you need global error handling, use the Error Handler (ERROR_HANDLER) block as a singleton in the project.
Small coordinate offsets (CLICK/SWIPE) improve tap accuracy across different DPI and screen scales.
Customize macros with Dialog block — different parameters each run.
Define repeating steps once with GROUP_CALL, call from many places.
Cross-macro local library
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_FILEWhen 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.
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.
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.
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.
AI assistant
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.