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
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.

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).
Keep steps together and organized
Repeat steps a set number of times or for a period of time
Build a loop that runs until the macro is stopped
Create a section an Event State block switches on and off at runtime
Tap the card arrow to step inside the group and add blocks
In the group settings pick the Loop mode: Repeat, Milliseconds or Infinite Loop
Repeat: at least 1 (1 = once), at most 2,000,000
Milliseconds: when the time is up the running pass finishes and the group ends; 0 = once, up to 30 days
Infinite Loop: runs until the macro is stopped; BREAK ends the group
Bind the count or duration to a variable with the lightbulb
Repeat (1–2,000,000), Milliseconds (0–30 days) or Infinite Loop; can be bound to a variable with the lightbulb
Once before and after the whole group
The start state (enabled / disabled) when an Event State block targets the group
| Parameter | Description |
|---|---|
| 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 |
The count and duration lightbulb menus add a Random option: each time the group starts, a new value is picked between two bounds.
GROUP → Loop: Milliseconds, 60000
Add IMAGE inside with CLICK and BREAK on its TRUE branch
BREAK ends the group once the target is found; otherwise it ends after 60 seconds
GROUP + COMPARE + BREAK: leave the loop when a condition holds
GROUP + EVENT_STATE: switch the group on or off at runtime
GROUP + TRY_CATCH: one failing pass does not stop the loop
Keeps blocks together and optionally repeats them
A count of 0 is not an infinite loop: the minimum is 1 and the group runs once
Wait Before and Wait After apply once to the whole group, not to every pass; add a WAIT inside to pause between passes
Parameters and return values exist only on Group Folders
The same block at three levels: a quick start, the real options, and professional techniques.
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.
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.
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.
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.
Turns the group into a named function you can call from anywhere; define once, use many times.
The exit from an Infinite Loop group; in Repeat and Milliseconds modes it ends the group early too.
Adds a second, condition-based exit next to the repeat count (e.g. counter >= N → BREAK).
If an action inside the group errors, it recovers without crashing the loop.
With a Group Event key you toggle the group at runtime, switching branches in without rewriting the flow.
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.
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.
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.
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.