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
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.

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.
"If this happens do that, otherwise this" decisions
Trying a condition a few times (e.g. 5 tries, 1 second apart)
Building an else-if chain with another If / Else on the FALSE branch
Choose how the conditions combine in Detection Logic
Add Compare or Boolean Group under Condition; fill the TRUE and FALSE branches
Loop: Off (once), Repeat (2–1,000,000) or Infinite Loop
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
All Must Match (all true), Any Must Match (at least one true), All Must Fail, Any Must Fail, Always True, Always False
Compare blocks and nested Boolean Groups
Off, Repeat (2–1,000,000) or Infinite Loop
Pause between passes while looping, 0–86,400,000
| Parameter | Description |
|---|---|
| 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 |
Loop: Repeat 60, Retry Interval 1000 ms; Condition: progress >= 100
TRUE branch: the next steps and BREAK; FALSE branch: read progress again with OCR_VALUE
BOOLEAN_GROUP + IF_ELSE: a condition with mixed logic
IF_ELSE + BREAK: leave a looping If / Else when the condition holds
IF_ELSE + GROUP_CALL: call a separate routine on each branch
Runs one branch by condition, optionally on repeat
The loop does not stop by itself when the condition holds; put BREAK on the TRUE branch to leave it
A looping If / Else counts as a loop for BREAK and CONTINUE inside it
Without a step that changes the condition every pass gives the same result
Only value-mode Compare blocks and Boolean Groups work under Condition
The same block at three levels: a quick start, the real options, and professional techniques.
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.
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.
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.
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.
Is the most common child block that builds the IF_ELSE condition; it provides a single left/operator/right decision.
Combines several COMPAREs with AND/OR and feeds IF_ELSE one clean condition.
Is the more readable alternative to nested IF_ELSE when you need to branch into more than two paths.
Calling a group inside each branch separates decision logic from implementation logic.
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.
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.
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")
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.
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.