No-Code Workspace — Block Reference

ActionBlock usage recipe

HUD Overlay (HUD_OVERLAY)

Draws a helper HUD text layer on screen

Documented for app version 1.0.50Updated:

Block Preview

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

English UI
HUD Overlay (HUD_OVERLAY) block card

What Does It Do?

Shows a HUD layer on screen during runtime for status, counters, guidance, or error information. It can update, hide, or fully dispose by instance key, and show mode still configures position, size, text size, and colors.

When to Use?

1

Ideal for:

2

Step-by-step user guidance

3

Live counters or status indicators

4

Showing progress or state during a long-running macro

How to Use?

1

Add HUD_OVERLAY

2

Choose the HUD Action: Show, Update, Hide or Dispose

3

For Show, set the HUD instance key, HUD Text, position, Width and Height (22–4096 px), Text Size (8–128) and colors

4

Reuse the same key later with Update, Hide or Dispose

Parameters

HUD Action

Show, Update, Hide or Dispose

HUD instance key

Unique key used to update or remove the HUD later

Text and Style

HUD Text, Width and Height (22–4096 px), Text Size (8–128), and colors

Example Usage

1

Scenario: Show live status during a long scan

2

HUD_OVERLAY -> action=show, key=scanStatus, text=Scanning...

3

Run the IMAGE / TEXT flow

4

Later call HUD_OVERLAY -> action=update, key=scanStatus, text=Completed

5

Dispose it at the end

Combinations / Used With

1

COMBINATIONS:

2

HUD_OVERLAY + REPLAY: live guidance layer

3

HUD_OVERLAY + STOPWATCH: show elapsed time

4

HUD_OVERLAY + ERROR_HANDLER: visible error banner

Tip

Use meaningful HUD instance keys. Updating the same key keeps the UI stable and predictable.

Warnings / Cautions

1

WARNING:

2

Too many simultaneous HUD instances clutter the screen

3

HUDs that are never disposed can degrade the user experience

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

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

Basic

HUD_OVERLAY draws a helper text layer on screen while the macro runs: status, a counter, guidance, or error info. Unlike a toast it is persistent and positioned; with the same instance key you can later update, hide, or fully dispose it.

Advanced

The action field takes four values: show, update, hide, dispose. In show mode you configure the instance key, text, X/Y position, width/height, text size, text color, and background color. Later you call update with the same instance key to change only the text, hide to temporarily hide it, and dispose to remove the layer entirely. The instance key is the crux here: with the same key, show + update refreshes one stable on-screen layer; using a new key each time creates stacked HUDs. The generated code manages the Hud object by key in an _hud_instances table, so updates go to the same window.

Pro

Think of HUDs as a control panel: build a small dashboard with a few meaningful instance keys; for example let scanStatus, roundCounter, and lastError be separate layers, each updating in its own corner. Discipline is essential: call dispose when the macro ends or a section completes; HUDs that are never disposed hang on screen and degrade the experience. Choose readable colors and position (a semi-transparent dark background plus light text is typical) and keep the text short; a HUD is a data board, not a paragraph area. For long-running macros, holding the remaining-step/progress info in one updated HUD is far cleaner than firing toast after toast.

Real-World Scenarios — Step-by-Step Recipes

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

Live status HUD for a long scan
  1. 1HUD_OVERLAY -> action=show, key=scanStatus, text='Scanning...'
  2. 2Run the IMAGE/TEXT flow
  3. 3HUD_OVERLAY -> action=update, key=scanStatus, text='Completed'
  4. 4At the end HUD_OVERLAY -> action=dispose, key=scanStatus
Round-counter board
  1. 1Before the loop HUD_OVERLAY -> action=show, key=roundCounter, text='Round 0'
  2. 2Each round increment with SET_VARIABLE
  3. 3HUD_OVERLAY -> action=update, key=roundCounter, text='Round {{ round }}'
  4. 4Dispose when the loop ends

Which Blocks to Pair With — Pro Combinations

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

+ REPLAY

Shows a live guidance layer during recording/replay.

+ SET_VARIABLE

Updates a counter or status variable and reflects it into the same HUD via {{ expression }}.

+ ERROR_HANDLER

Keeps the error message as a clear, visible banner on screen.

+ PLAY_SOUND

Pairs the visible HUD with sound, appealing to both eye and ear.

Common Mistakes and Fixes

Using a new instance key on every update. Fix: update with the same key; one stable layer refreshes without stacking.

Ending the macro without disposing the HUD. Fix: call dispose at the end or at section boundaries; otherwise the layer stays stuck on screen.

Opening many HUDs at once and cluttering the screen. Fix: build a limited dashboard with a few meaningful keys.

Pro Tips

Name instance keys by purpose (scanStatus, roundCounter); the code and flow become far more readable.

A semi-transparent dark background plus light text preserves readability over game screens and stays visible in every theme.

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.

if _hud_instances["00000000-0000-4000-8000-000000000001"] then _hud_instances["00000000-0000-4000-8000-000000000001"]:dispose(); _hud_instances["00000000-0000-4000-8000-000000000001"] = nil end
local _hud_region1 = Region(math.max(0, 0), math.max(0, 0), 200, 50)
if _hud_region1 == nil then error("HUD_OVERLAY coordinate mapping failed") end
_hud_instances["00000000-0000-4000-8000-000000000001"] = Hud(_hud_region1:getX() / math.max(1, System.width()), _hud_region1:getY() / math.max(1, System.height()), _hud_region1:getW() / math.max(1, System.width()), _hud_region1:getH() / math.max(1, System.height()), false)
_hud_instances["00000000-0000-4000-8000-000000000001"]:setText("status")
_hud_instances["00000000-0000-4000-8000-000000000001"]:setTextColor("#FFFFFF")
_hud_instances["00000000-0000-4000-8000-000000000001"]:setBackgroundColor("#80000000")
_hud_instances["00000000-0000-4000-8000-000000000001"]:setTextSize(14)
_hud_instances["00000000-0000-4000-8000-000000000001"]:show()

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 →