No-Code Workspace — Block Reference

Flow ControlBlock usage recipe

If / Else (IF_ELSE)

Runs one branch by condition, optionally on repeat

Documented for app version 1.0.50Updated:

Block Preview

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

English UI
If / Else (IF_ELSE) block card

What Does It Do?

Evaluates the Compare and Boolean Group blocks under Condition with the logic you choose; TRUE runs the TRUE branch, otherwise the FALSE branch runs. Unlike Boolean Group it has a Loop setting: it repeats the evaluation a set number of times or until the macro is stopped, with a pause between passes.

When to Use?

1

"If this happens do that, otherwise this" decisions

2

Trying a condition a few times (e.g. 5 tries, 1 second apart)

3

Building an else-if chain with another If / Else on the FALSE branch

How to Use?

1

Choose how the conditions combine in Detection Logic

2

Add Compare or Boolean Group under Condition; fill the TRUE and FALSE branches

3

Loop: Off (once), Repeat (2–1,000,000) or Infinite Loop

4

With a loop on, Retry Interval (ms) is the pause between passes (up to 86,400,000); count and interval can be bound to variables with the lightbulb

Parameters

Detection Logic

All Must Match (all true), Any Must Match (at least one true), All Must Fail, Any Must Fail, Always True, Always False

Condition

Compare blocks and nested Boolean Groups

Loop

Off, Repeat (2–1,000,000) or Infinite Loop

Retry Interval (ms)

Pause between passes while looping, 0–86,400,000

Example Usage

1

Loop: Repeat 60, Retry Interval 1000 ms; Condition: progress >= 100

2

TRUE branch: the next steps and BREAK; FALSE branch: read progress again with OCR_VALUE

Combinations / Used With

1

BOOLEAN_GROUP + IF_ELSE: a condition with mixed logic

2

IF_ELSE + BREAK: leave a looping If / Else when the condition holds

3

IF_ELSE + GROUP_CALL: call a separate routine on each branch

Tip

Runs one branch by condition, optionally on repeat

Warnings / Cautions

1

The loop does not stop by itself when the condition holds; put BREAK on the TRUE branch to leave it

2

A looping If / Else counts as a loop for BREAK and CONTINUE inside it

3

Without a step that changes the condition every pass gives the same result

4

Only value-mode Compare blocks and Boolean Groups work under Condition

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

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

Basic

IF_ELSE evaluates the Compare and Boolean Group blocks under Condition with the Detection Logic you choose: TRUE runs the TRUE branch, otherwise the FALSE branch. It is the cornerstone of "if this happens do that, otherwise this" logic in your flow.

Advanced

The condition list combines with All Must Match (all true), Any Must Match (at least one true), All Must Fail (all false), Any Must Fail (at least one false), Always True and Always False; only value-mode Compare blocks and nested Boolean Groups can go in it. Unlike Boolean Group it has a Loop setting: Off (once), Repeat (2–1,000,000) or Infinite Loop. With a loop the evaluation repeats and Retry Interval (ms, up to 86,400,000) is waited between passes; the count and interval can be bound to variables with the lightbulb. The loop does not stop when the condition holds: put BREAK on the TRUE branch to leave, because a looping If / Else counts as a loop for the BREAK and CONTINUE inside it. A single If / Else on the FALSE branch builds an else-if chain.

Pro

For deterministic branching keep the condition simple: instead of hand-wiring multiple COMPAREs inside IF_ELSE, move complex compound logic into a BOOLEAN_GROUP to produce one readable decision. Rather than deeply nested IF_ELSE chains, switch to SWITCH_CASE when you need multi-way selection; if the "if-elseif-elseif" ladder becomes unreadable, that is a sign to use SWITCH. In a guard (early-exit) pattern, catching the error/invalid state up front with IF_ELSE and using BREAK/RETURN or ASSERT on the FALSE branch keeps the main logic out of deep indentation and the flow flat.

Real-World Scenarios — Step-by-Step Recipes

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

Branch on whether a connection exists
  1. 1IMAGE: search for the online badge, write the result into match_x
  2. 2Add IF_ELSE, inside it COMPARE: match_x > 0
  3. 3TRUE: run the normal flow
  4. 4FALSE: NOTIFY a warning and stop the macro
Attach a multi-condition decision to one branch
  1. 1Add If / Else
  2. 2Put a Boolean Group under Condition (Detection Logic = All Must Match)
  3. 3Inside it add Compare: energy >= 50 and Compare: cooldown == 0
  4. 4TRUE: call the attack group
  5. 5FALSE: wait and retry
Check a value up to 60 times until it reaches its target
  1. 1Add If / Else, Loop: Repeat 60, Retry Interval 1000 ms
  2. 2Condition: Compare progress >= 100
  3. 3TRUE branch: the next steps, then BREAK
  4. 4FALSE branch: read progress again with OCR_VALUE
  5. 5After 60 passes the flow continues after the If / Else

Which Blocks to Pair With — Pro Combinations

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

+ COMPARE

Is the most common child block that builds the IF_ELSE condition; it provides a single left/operator/right decision.

+ BOOLEAN_GROUP

Combines several COMPAREs with AND/OR and feeds IF_ELSE one clean condition.

+ SWITCH_CASE

Is the more readable alternative to nested IF_ELSE when you need to branch into more than two paths.

+ GROUP_CALL

Calling a group inside each branch separates decision logic from implementation logic.

Common Mistakes and Fixes

Using an undefined variable in the condition: if the variable does not exist the comparison gives unexpected results. Define it with SET_VARIABLE/OCR_VALUE before branching.

Building five or six levels of nested IF_ELSE: it becomes unreadable and hard to maintain. Use SWITCH_CASE for multi-way selection and BOOLEAN_GROUP for compound conditions.

Leaving both the TRUE and FALSE branches empty: the block does nothing yet still runs. Fill a real branch or remove the block.

Pro Tips

Guard pattern: catch the invalid state up front with IF_ELSE and exit on the FALSE branch with BREAK/RETURN or ASSERT; the main logic does not drown in deep indentation.

If you only act when the condition holds, leave the FALSE branch empty; this is the cleanest, most readable form of a one-sided condition.

Split decision logic by calling separate GROUPs: let IF_ELSE answer only "which path", and keep the "how" detail inside the group.

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 (1 == 1) then
 System.log("if-ok")
else
 System.log("if-fail")
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.

🔀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 →