No-Code Workspace — Block Reference

ActionBlock usage recipe

Click (CLICK)

Clicks at specified coordinates

Documented for app version 1.0.50Updated:

Block Preview

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

English UI
Click (CLICK) block card

Block Preview

Captured from the English Visual Builder block card with the Advanced/extra settings panel expanded.

English UI
Click (CLICK) advanced settings panel

What Does It Do?

Performs a tap/click at a specific point on screen. Works in two modes: (1) Fixed coordinate — clicks the [x,y] point you set, (2) Click on match — automatically clicks the position found by the previous search block (IMAGE/TEXT/COLOR). Supports multi-click, long press, extra click points, and random offset.

Pro note: CLICK is an operation package

CLICK is more than a single point. It combines match-center clicking, random offset, repeat count, hold timing, and extra click points in one surface.

When to Use?

1

Use when you need to tap a point on screen:

2

Clicking a button, icon, or other element

3

Auto-clicking an element found by IMAGE/TEXT/COLOR

4

Fixed clicks at specific coordinates

5

Long press (by setting hold duration)

6

Several points in sequence, at once, or one at random

How to Use?

1

"Add Block" → "Click (CLICK)"

2

COORDINATE SELECTION — choose one:

3

a) "Select Coordinate" → pick point from screen

4

b) Enable "Click on Match" → no coordinate needed, clicks position found by previous search

5

CLICK COUNT: How many times (default: 1)

6

CLICK DELAY: Wait between multi-clicks (ms)

7

HOLD DURATION: a new CLICK starts at 12 ms; every value under 60 ms is a normal tap. For a long press set a clearly longer time (e.g. 1000 ms)

8

RANDOM OFFSET: Adds +/- pixels and can be used to validate different points within a test target

9

ADVANCED — IN-MATCH JITTER: with "Click on Match" on, drop each tap on a random point inside the match box; set the edge margin (e.g. 6px) to stay within target bounds. This helps exercise different valid touch points in repeated UI and accessibility tests

10

LIGHTBULB BINDING: use {x} from the lightbulb at the end of the coordinate field to bind X/Y to a variable or Dialog value (e.g. {matchX}, {rowY})

11

EXTRA CLICK POINTS and CLICK MODE: Sequential, Simultaneous or Random (one of the points on each run)

12

Set wait before/after

13

IMPORTANT: "Click on match" requires CLICK to be inside a search block TRUE branch!

Parameters

Coordinate [x, y]

Point to click. Pick from screen, manual input, or lightbulb binding to a variable/Dialog value

Click on Match

Click position found by previous search block

Click Count

How many consecutive clicks (default: 1)

Click Delay

Delay between multi-clicks (ms)

Hold Duration

12 ms on a new block; under 60 ms is a normal tap (ms)

Random Offset

Adds +/- random pixels to the coordinate; exercises different valid points of a fixed-coordinate target

Extra Click Points

Several points. Click Mode: Sequential, Simultaneous (separate fingers) or Random (one of the points on each run, with its own settings)

In-Match Jitter (Advanced)

With "Click on Match" on, drops each click on a random point inside the match box instead of the dead centre. An adjustable edge margin keeps the touch away from the target boundary. Unlike plain random offset it remains bounded by the box. Use it to validate different valid touch points in repeated UI and accessibility tests. E.g. 6–8px margin.

Coordinate Binding (lightbulb)

Instead of a fixed number, bind the X (and Y) coordinate to a VARIABLE or DIALOG value with {x} from the field's lightbulb (e.g. {col}, {matchX}, {rowY}). The action reads the live value each run, so one macro clicks different places based on user input, an earlier calculation, or a found position. Unlike fixed coordinates it does not break on a new device or resolution.

Example Usage

1

Scenario 1: Click found element

2

IMAGE to search button

3

Add CLICK to TRUE branch

4

"Click on match" ON

5

Random offset: 3px

6

Scenario 2: Fixed coordinate click

7

Add CLICK → coordinate: [540, 960]

8

Click count: 3

9

Delay: 200ms between clicks

10

Scenario 3: Long press

11

Add CLICK → pick coordinate

12

Hold duration: 1000ms (1 second hold)

13

This performs a "long press"

Combinations / Used With

1

MOST COMMON COMBINATIONS:

2

IMAGE + CLICK: Find image and click (MOST COMMON)

3

TEXT + CLICK: Find text and click

4

COLOR + CLICK: Click when color appears

5

CLICK + WAIT: Click and wait (for page load)

6

CLICK + IMAGE: Click, then verify result

7

GROUP + CLICK: Repeated clicking in loop

8

GROUP + CLICK (jitter): Bounded touch-target testing inside the match box

9

DIALOG + CLICK {x}: Dynamic coordinate from user input

10

IMAGE + CLICK {matchX}: Click a found position from a variable

Tip

Clicks at specified coordinates

Warnings / Cautions

1

WARNING:

2

"Click on match" requires CLICK inside a search block TRUE branch

3

Without coordinate and "click on match" off, block clicks [0,0]

4

Very high random offset (e.g., 50px) may click wrong places

5

Holds under 60 ms are a normal tap; for a long press set a clearly longer time (e.g. 1000 ms)

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

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

Basic

CLICK taps a single point on screen. The simplest form is picking a coordinate and tapping that [x, y] once. Its real power shows in "Click on Match" mode: it taps wherever the preceding IMAGE, TEXT or COLOR block found a target, with no hard-coded numbers. In that case place CLICK on the search block's TRUE branch.

Advanced

Use clickCount and clickDelay to tap the same point repeatedly (e.g. 3 times, 200ms apart). holdDuration is the press length: a new CLICK starts at 12 ms and every value under 60 ms is a normal tap; for a long press set a clearly longer time (1000ms = hold one second). extraClickPoints taps several points in one block; multiClickMode = "sequential" presses them in order, "simultaneous" presses all at once (true multi-finger), and "random" presses one of the points on each run with its own settings. The real power is in extraClickOverrides: EVERY extra point in the list can carry its OWN repeatCount, holdDuration, clickDelay (between taps), waitAfter (pause after) and offset — so in one block you build a choreography like "tap A twice fast, then tap B once with a long hold". Any override field left blank falls back to the block default. randomClick adds +/- pixels to the coordinate, randomDelay jitters the delay, randomHold jitters the hold time. With {x} from the field's lightbulb you tie X/Y to a variable or DIALOG value ({matchX}, {rowY}) so the macro survives a new device or resolution.

Pro

Master the per-point override choreography: order extraClickPoints to follow the UI flow (A → B → C) and give each its own repeatCount/holdDuration/clickDelay/waitAfter via extraClickOverrides; a point's offset shifts that point off its base coordinate (e.g. fine-tune onto a small icon on the same row). multiClickMode is decisive here: "sequential" honours each override's waitAfter and performs taps in order (menu navigation); "simultaneous" presses ALL points AT ONCE (a real multi-finger combo) and the Lua dispatches it via Touch.multi()/Touch.down(...,pointer)/Touch.dispatch. In bounded accessibility and UI tests, combine "Click on Match" with In-Match Jitter so each tap exercises a different valid point inside the match box while respecting the configured edge margin. randomDelay + randomHold can validate a controlled range of response times; cap both durations and repeat counts. The generated Lua is really `click(Point(x, y), { waitNextMs = ... })` and it raises an error on failure; because a stray user touch can cancel the gesture, wrap critical flows in ERROR_HANDLER.

Real-World Scenarios — Step-by-Step Recipes

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

Validate touch coverage on a found button
  1. 1Add an IMAGE block, search for the "Collect" button
  2. 2Add CLICK to its TRUE branch
  3. 3Enable "Click on Match" (no coordinate needed)
  4. 4Advanced → In-Match Jitter: 8px margin
  5. 5Add randomDelay: 80ms
  6. 6Put it in a GROUP loop and run for hours
Dynamic tap on the user-chosen row
  1. 1Use a DIALOG block to ask the user for the row Y (key: "rowY")
  2. 2Add CLICK
  3. 3Bind the Y field to {rowY} with {x} from its lightbulb
  4. 4Leave X a fixed column value
  5. 5One macro now handles whichever row the user picks
Multi-tap choreography in one block (A fast double, B long hold)
  1. 1Add CLICK, set the main point to A (e.g. [300,900])
  2. 2Main repeatCount/clickCount = 2, clickDelay = 120ms (fast double tap on A)
  3. 3Add point B to extraClickPoints (e.g. [700,900])
  4. 4For B set extraClickOverrides: repeatCount = 1, holdDuration = 800ms (long hold)
  5. 5Set A's waitAfter override to ~150ms for the gap between A and B
  6. 6Keep multiClickMode = "sequential" so order and waitAfter are honoured
Press two keys at once (true multi-finger combo)
  1. 1Add CLICK, set the main point to the left key
  2. 2Add the right key to extraClickPoints
  3. 3Choose multiClickMode = "simultaneous"
  4. 4Both points are pressed AT ONCE (with separate pointers)
  5. 5For a held combo, set the hold time via the override holdDuration

Which Blocks to Pair With — Pro Combinations

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

+ IMAGE / TEXT / COLOR

The most common pairing: the search block finds the target and CLICK on its TRUE branch taps it via "Click on Match" with no hard-coded numbers.

+ WAIT

Add a short WAIT after the tap so the page/animation loads; otherwise the next search reads a screen that is not ready yet.

+ GROUP

Put CLICK in a bounded GROUP loop to exercise different valid touch points; combined with jitter this verifies target-box coverage reproducibly.

+ DIALOG

Bind a DIALOG value to the coordinate via {x} to build one flexible macro that adapts to user input.

Common Mistakes and Fixes

"Click on Match" is on but CLICK is not on a search block's TRUE branch → there is no match position to tap. Move CLICK onto the IMAGE/TEXT/COLOR TRUE branch.

Neither a coordinate is set nor "Click on Match" is on → the block taps [0,0]. Pick a coordinate or enable match mode.

Setting randomClick too high (e.g. 50px) can tap outside the target. For touch-target coverage tests, use In-Match Jitter bounded by the box and size the edge margin to the target.

Expecting a long press from a hold under 60 ms: the accessibility gesture path keeps every press at least 60 ms, so 1–59 ms and the 12 ms default behave exactly like a normal tap. For a long press set a clearly longer time (e.g. 1000 ms).

Leaving multiClickMode "simultaneous" while expecting per-point overrides: since all points fire at once, waitAfter and sequential clickDelay lose meaning. Choose "sequential" for ordered choreography; "simultaneous" only for an at-once combo.

Misaligning an extraClickOverrides entry with its extraClickPoints point: overrides pair by point order, so deleting/reordering a point shifts the settings onto the wrong point.

Pro Tips

Use clickCount for double/triple taps; it is cleaner than stacking separate CLICK blocks and clickDelay tunes the spacing in one place.

For real combo input (two keys at once) use extraClickPoints + multiClickMode="simultaneous"; keep sequential for menu navigation so the UI keeps up with each tap.

{matchX}/{matchY} are written by IMAGE or TRACK_TARGET; binding CLICK to them via {x} lets you hit even a moving target with no hard-coded numbers.

Instead of stacking separate CLICK blocks, build a multi-tap sequence in ONE block with extraClickPoints + extraClickOverrides: easier to maintain, the order is explicit, and you tune each point's repeatCount/holdDuration/clickDelay/waitAfter from a single panel.

To nudge a point off its base coordinate use that point's override offset (offsetEnabled on): fine-tune onto a side icon in the same card/row without disturbing the main coordinate.

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 _click_ok1 = click(Point(100, 200), { repeatCount = 2, delayMs = 200, holdMs = 500, waitNextMs = 0 })
if not _click_ok1 then
 error("CLICK action returned false: CLICK")
end

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.

📍Target Point or Match Center

Choose clearly between a fixed coordinate, "act on match" (the position the previous search found), or an {x}-bound variable/dialog value to define where the action executes. Binding {matchX},{matchY} does not break across devices or resolutions.

🎛Duration and Repeats

Hold time, repeat count, and inter-action delay shape how aggressive or natural the action feels.

🎲Small Offset

Random offsets or waypoints help validate fixed-coordinate tests across different screen layouts. "In-Match Jitter" randomizes the tap inside the match box and uses the configured margin to stay away from target boundaries. Keep repeated UI tests bounded and record a visible result.

🪜Before and After Waits

Before-waits let UI settle before the action; after-waits let the next block see the updated screen state.

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 →