No-Code Workspace — Block Reference

Flow ControlBlock usage recipe

Group (GROUP)

Keeps blocks together and optionally repeats them

Documented for app version 1.0.50Updated:

Block Preview

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

English UI
Group (GROUP) block card

What Does It Do?

Collects several blocks on one card. The loop uses one of three modes: Repeat (a set number of times), Milliseconds (until the time is up) and Infinite Loop (until the macro is stopped).

When to Use?

1

Keep steps together and organized

2

Repeat steps a set number of times or for a period of time

3

Build a loop that runs until the macro is stopped

4

Create a section an Event State block switches on and off at runtime

How to Use?

1

Tap the card arrow to step inside the group and add blocks

2

In the group settings pick the Loop mode: Repeat, Milliseconds or Infinite Loop

3

Repeat: at least 1 (1 = once), at most 2,000,000

4

Milliseconds: when the time is up the running pass finishes and the group ends; 0 = once, up to 30 days

5

Infinite Loop: runs until the macro is stopped; BREAK ends the group

6

Bind the count or duration to a variable with the lightbulb

Parameters

Loop mode

Repeat (1–2,000,000), Milliseconds (0–30 days) or Infinite Loop; can be bound to a variable with the lightbulb

Wait Before / Wait After (ms)

Once before and after the whole group

Event State

The start state (enabled / disabled) when an Event State block targets the group

Release Notes

  • Coming soonv1.0.51

    The count and duration lightbulb menus add a Random option: each time the group starts, a new value is picked between two bounds.

Example Usage

1

GROUP → Loop: Milliseconds, 60000

2

Add IMAGE inside with CLICK and BREAK on its TRUE branch

3

BREAK ends the group once the target is found; otherwise it ends after 60 seconds

Combinations / Used With

1

GROUP + COMPARE + BREAK: leave the loop when a condition holds

2

GROUP + EVENT_STATE: switch the group on or off at runtime

3

GROUP + TRY_CATCH: one failing pass does not stop the loop

Tip

Keeps blocks together and optionally repeats them

Warnings / Cautions

1

A count of 0 is not an infinite loop: the minimum is 1 and the group runs once

2

Wait Before and Wait After apply once to the whole group, not to every pass; add a WAIT inside to pause between passes

3

Parameters and return values exist only on Group Folders

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

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

Basic

GROUP collects a few consecutive blocks on one card; tap the card arrow to step inside and add as many blocks as you like. The Loop section of the group settings has three modes: Repeat (the content runs the number of times you enter; 1 = once), Milliseconds (passes repeat until the time is up) and Infinite Loop (repeats until the macro is stopped). Leave Repeat at 1 when you only want the group for organization.

Advanced

Repeat is at least 1 and at most 2,000,000; typing 0 does not make an infinite loop, the group runs once. Milliseconds goes up to 30 days: when the time is up the pass in progress is never cut off, it finishes and the group ends; 0 ms runs the content once. The way out of an Infinite Loop is a BREAK inside it. You can bind the count or the duration to a variable with the lightbulb. Wait Before and Wait After apply once before and after the whole group, not to every pass. The group settings also hold the Group Name and, when an Event State block targets the group, its start state (enabled / disabled). Parameters and return values exist only on Group Folders; folders called with GROUP_CALL use the same three loop modes.

Pro

In professional use, groups are the sections of your macro: keep each one single-purpose and clearly named ("Open Menu", "Collect Reward"). When work is reused, move it into a Group Folder and call it with GROUP_CALL. To wait for something to appear, Milliseconds mode is the most readable choice: the time becomes the upper bound and a BREAK ends the group early once the target is found. In an Infinite Loop with no wait the app adds a short safety pause between passes, but it does not wait for the screen to change; add a WAIT or a search time to loops that scan. Limit nesting to 2-3 levels.

Real-World Scenarios — Step-by-Step Recipes

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

10x find-and-click loop
  1. 1Add GROUP, Loop: Repeat, 10
  2. 2Step inside: IMAGE (search for the target button)
  3. 3CLICK (tap the match)
  4. 4WAIT 500 ms
  5. 5Exit the group; the steps repeat 10 times
Wait up to 60 seconds, continue once it appears
  1. 1Add GROUP, Loop: Milliseconds, 60000
  2. 2IMAGE: search for the finish screen
  3. 3On the TRUE branch BREAK (exit when found)
  4. 4On the FALSE branch WAIT 1000 ms
  5. 5If the screen never appears, the group ends by itself after 60 seconds

Which Blocks to Pair With — Pro Combinations

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

+ GROUP_CALL

Turns the group into a named function you can call from anywhere; define once, use many times.

+ BREAK

The exit from an Infinite Loop group; in Repeat and Milliseconds modes it ends the group early too.

+ SET_VARIABLE + COMPARE

Adds a second, condition-based exit next to the repeat count (e.g. counter >= N → BREAK).

+ TRY_CATCH

If an action inside the group errors, it recovers without crashing the loop.

+ EVENT_STATE

With a Group Event key you toggle the group at runtime, switching branches in without rewriting the flow.

Common Mistakes and Fixes

Typing 0 in Repeat and expecting an infinite loop. The minimum is 1 and the group runs once; choose Infinite Loop mode to repeat continuously.

Assuming Wait Before / Wait After apply to every pass. They apply once to the whole group; add a WAIT inside to pause between passes.

Leaving an Infinite Loop without an exit. The group runs until the macro is stopped; add BREAK on a TRUE branch or use Milliseconds mode for a time limit.

Nesting groups too deeply; every layer hurts performance and complicates debugging. Limit to 2-3 levels.

Pro Tips

Design each group as a small, clearly named single-purpose function; make the main flow a chain of GROUP_CALLs.

When waiting for something to appear, choose Milliseconds mode: a time limit plus BREAK gives a loop that is both safe and readable.

Move logic needed in more than one place into a Group Folder; you edit it once and call it everywhere with GROUP_CALL.

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.

wait(1)

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 →