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
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.

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

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.
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.
Use when you need to tap a point on screen:
Clicking a button, icon, or other element
Auto-clicking an element found by IMAGE/TEXT/COLOR
Fixed clicks at specific coordinates
Long press (by setting hold duration)
Several points in sequence, at once, or one at random
"Add Block" → "Click (CLICK)"
COORDINATE SELECTION — choose one:
a) "Select Coordinate" → pick point from screen
b) Enable "Click on Match" → no coordinate needed, clicks position found by previous search
CLICK COUNT: How many times (default: 1)
CLICK DELAY: Wait between multi-clicks (ms)
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)
RANDOM OFFSET: Adds +/- pixels and can be used to validate different points within a test target
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
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})
EXTRA CLICK POINTS and CLICK MODE: Sequential, Simultaneous or Random (one of the points on each run)
Set wait before/after
IMPORTANT: "Click on match" requires CLICK to be inside a search block TRUE branch!
Point to click. Pick from screen, manual input, or lightbulb binding to a variable/Dialog value
Click position found by previous search block
How many consecutive clicks (default: 1)
Delay between multi-clicks (ms)
12 ms on a new block; under 60 ms is a normal tap (ms)
Adds +/- random pixels to the coordinate; exercises different valid points of a fixed-coordinate target
Several points. Click Mode: Sequential, Simultaneous (separate fingers) or Random (one of the points on each run, with its own settings)
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.
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.
| Parameter | Description |
|---|---|
| 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. |
Scenario 1: Click found element
IMAGE to search button
Add CLICK to TRUE branch
"Click on match" ON
Random offset: 3px
Scenario 2: Fixed coordinate click
Add CLICK → coordinate: [540, 960]
Click count: 3
Delay: 200ms between clicks
Scenario 3: Long press
Add CLICK → pick coordinate
Hold duration: 1000ms (1 second hold)
This performs a "long press"
MOST COMMON COMBINATIONS:
IMAGE + CLICK: Find image and click (MOST COMMON)
TEXT + CLICK: Find text and click
COLOR + CLICK: Click when color appears
CLICK + WAIT: Click and wait (for page load)
CLICK + IMAGE: Click, then verify result
GROUP + CLICK: Repeated clicking in loop
GROUP + CLICK (jitter): Bounded touch-target testing inside the match box
DIALOG + CLICK {x}: Dynamic coordinate from user input
IMAGE + CLICK {matchX}: Click a found position from a variable
Clicks at specified coordinates
WARNING:
"Click on match" requires CLICK inside a search block TRUE branch
Without coordinate and "click on match" off, block clicks [0,0]
Very high random offset (e.g., 50px) may click wrong places
Holds under 60 ms are a normal tap; for a long press set a clearly longer time (e.g. 1000 ms)
The same block at three levels: a quick start, the real options, and professional techniques.
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.
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.
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.
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 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.
Add a short WAIT after the tap so the page/animation loads; otherwise the next search reads a screen that is not ready yet.
Put CLICK in a bounded GROUP loop to exercise different valid touch points; combined with jitter this verifies target-box coverage reproducibly.
Bind a DIALOG value to the coordinate via {x} to build one flexible macro that adapts to user input.
"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.
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.
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")
endNote: 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.
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.
Hold time, repeat count, and inter-action delay shape how aggressive or natural the action feels.
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-waits let UI settle before the action; after-waits let the next block see the updated screen state.
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.