No-Code Workspace — Block Reference

Flow ControlBlock usage recipe

Random Number (RANDOM_NUMBER)

Generates a random number within a min-max range

Documented for app version 1.0.50Updated:

Block Preview

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

English UI
Random Number (RANDOM_NUMBER) block card

What Does It Do?

Generates a random number between the configured minimum and maximum bounds and stores it in a variable. Useful for controlled load waits, valid UI test paths, or randomized scenario selection.

When to Use?

1

Use it to:

2

Create wait or motion variation

3

Pick one of several flows randomly

4

Generate test data, scores, or counters

How to Use?

1

Add RANDOM_NUMBER

2

Set minimum and maximum values

3

Store the result in a Result Variable

4

Use it with COMPARE, SWITCH_CASE, or WAIT

Parameters

Minimum

Lower bound of the generated number

Maximum

Upper bound of the generated number

Result Variable

Variable that will receive the generated number

Example Usage

1

Scenario: Controlled load wait between 2 and 5 seconds

2

RANDOM_NUMBER -> min=2000, max=5000, resultVar=delayMs

3

Bind the WAIT duration to delayMs with the lightbulb

Combinations / Used With

1

COMBINATIONS:

2

RANDOM_NUMBER + WAIT: bounded load delay

3

RANDOM_NUMBER + SWITCH_CASE: test-scenario variation

4

RANDOM_NUMBER + KV_SET: store numeric state

Tip

Keep the range meaningful. Very wide ranges can make the flow unstable or inconsistent.

Warnings / Cautions

1

WARNING:

2

Minimum must not be greater than maximum (when the bounds are bound to variables, the smaller one is used as the minimum)

3

Heavy reliance on randomness reduces reproducibility in critical flows

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

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

Basic

RANDOM_NUMBER produces a random number between the Minimum and Maximum you set and stores it in a Result Variable. For example set min=1, max=10, store it in rnd, then bind other blocks to rnd with the lightbulb.

Advanced

Its strongest uses are bounded test data, retry backoff, and distributing the start time of simultaneous jobs. Generate an explicit range such as min=2000, max=5000 and bind the WAIT duration to delayMs with the lightbulb to test different load times in a controlled way. You can also use the number with SWITCH_CASE to choose a test scenario or generate score/counter data. The result is an integer you can carry anywhere with lightbulb binding, and the minimum and maximum can be bound to variables too.

Pro

Use a narrow, purpose-fit RANDOM_NUMBER band (for example 350-900 ms) to test delay tolerance or retry backoff; very wide ranges make the test unstable. If several blocks must use the same value consistently, generate it once into a variable and share that variable — letting each block roll its own random breaks synchronization. Do not base critical decisions on pure randomness; reserve it for bounded test variation, tie decisions to screen state (IMAGE/OCR), and LOG the selected value so the flow remains reproducible.

Real-World Scenarios — Step-by-Step Recipes

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

Variable 2-5 second load wait
  1. 1RANDOM_NUMBER → min=2000, max=5000, Result Variable: delayMs
  2. 2WAIT → bind the duration to delayMs with the lightbulb
  3. 3On the next turn roll a fresh duration with RANDOM_NUMBER
Random scenario selection
  1. 1RANDOM_NUMBER → min=1, max=3, Result Variable: path
  2. 2SWITCH_CASE → three branches on the path variable
  3. 3A different GROUP_CALL in each branch

Which Blocks to Pair With — Pro Combinations

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

+ WAIT

Produces bounded delay profiles for load-tolerance and retry-backoff tests; record the selected value with LOG.

+ SLEEP_UNTIL

Adds a random jitter to a relative target so simultaneously triggered macros spread out.

+ SWITCH_CASE

Picks one of several flows at random based on the generated number.

+ SWIPE

Adds small bounded offsets to swipe start/end points to validate different permitted paths in a UI test.

Common Mistakes and Fixes

Setting Minimum greater than Maximum. Fix: min must always be less than or equal to max.

Basing critical decision logic on pure randomness and making the flow irreproducible. Fix: reserve randomness for timing/variation, tie decisions to screen state.

Using a very wide range (e.g. 10-60000) and destabilizing the flow. Fix: choose a narrow, purpose-fit band.

Pro Tips

If multiple blocks need the same random value, generate it once into a variable and share it.

When testing touch-target and delay tolerance, give clicks, swipes, and waits separate small bounded variations; cap the iteration count and record outcomes with LOG.

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.

local rnd = nil

rnd = Math.randomRange(1, 10)

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 →