No-Code Workspace — Block Reference

AdvancedBlock usage recipe

Repeat Until (REPEAT_UNTIL)

Runs at least once and repeats until a condition is true

Documented for app version 1.0.50Updated:

Block Preview

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

English UI
Repeat Until (REPEAT_UNTIL) block card

What Does It Do?

Runs the Loop Body first, then checks the Stop Condition; the loop ends once it is TRUE. The body runs at least once, which suits "try first, check after" flows.

When to Use?

1

Scan the screen until a result appears

2

Tap a button and retry until a success message shows

How to Use?

1

Add the blocks for each pass to the Loop Body

2

Stop Condition (stops when condition is true): Left Operand, Operator and Right Operand

3

Set Loop Duration Limit (ms, 0=unlimited) and Wait Before / Wait After as needed

Parameters

Stop Condition

The loop ends when it is true

Loop Duration Limit (ms, 0=unlimited)

The loop ends when the time is up

Wait Before / Wait After (ms)

Once before and after the whole loop

Example Usage

1

SET_VARIABLE: result = ""

2

Body: OCR_VALUE (writes into result) → WAIT 1000 ms

3

Stop Condition: result != ""

Combinations / Used With

1

OCR_VALUE / IMAGE / TEXT + REPEAT_UNTIL: scan until a result appears

2

REPEAT_UNTIL + BREAK: cap the attempts with a counter

Tip

Runs at least once and repeats until a condition is true

Warnings / Cautions

1

If the condition never becomes true, the loop runs until the duration limit or the 2,000,000-pass safety cap

2

The body runs once even if the condition is already true

3

If CLICK, SWIPE or TOUCH in the body fails on a pass, the macro does not stop: the problem is logged, a short back-off is waited and the rest of the pass still runs; guard dependent steps with a condition

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

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

Basic

REPEAT_UNTIL runs the body FIRST, THEN checks the condition. It repeats until the condition becomes TRUE. The key difference from WHILE: REPEAT_UNTIL guarantees the body runs AT LEAST ONCE — even if the condition is already true at the start, the body runs once. This is ideal for "try first, check later" logic: scan the screen then read the result, click then verify success. The body must contain a block that eventually makes the condition true, or you get an infinite loop.

Advanced

You define the stop condition with fields that come AFTER the body (left-value / operator / right-value); operators are ==, !=, >, <, >=, <=, contains, not_contains, and the loop stops when the condition becomes TRUE. The same safety mechanisms as WHILE apply: the "Loop Duration Limit" (loopDurationCapMs, 0 = unlimited, up to 300,000 ms) and the ~2,000,000-turn hard ceiling in the generated code ("Loop safety limit exceeded (repeat_until)" log). Define condition variables BEFORE the loop. Because of the "at least once" guarantee, be mindful of side effects that fire even on the first turn (e.g. an HTTP request); the body always runs once.

Pro

Think of REPEAT_UNTIL as a polling/retry engine: the natural choice for "scan until a result appears" or "try until success shows" patterns. A WAIT per turn is mandatory — especially in scan loops with OCR_VALUE/IMAGE, otherwise the device heats up and read quality drops. Keep a logical attempt counter and BREAK at a sane limit (e.g. attempts > 50); that gives a clearer stop reason than loopDurationCapMs if the condition never arrives. Make the body idempotent: retrying the same operation many times (until a result lands) must not produce duplicate records/double sends. Wrap fragile steps in TRY_CATCH and, in catch, pull the condition variable to a safe default so the loop can never lock up.

Real-World Scenarios — Step-by-Step Recipes

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

Scan the screen until a result appears
  1. 1SET_VARIABLE: result = ""
  2. 2REPEAT_UNTIL body: OCR_VALUE (writes into result) → WAIT 1000 ms
  3. 3Stop condition: result != ""
  4. 4After loop: LOG "Value read: {{ result }}"
Click until success, attempts bounded
  1. 1SET_VARIABLE: success = "no", attempts = 0
  2. 2REPEAT_UNTIL body: CLICK (button) → WAIT 500ms → TEXT (search "Success")
  3. 3Body: if found SET_VARIABLE: success = "yes"
  4. 4Body: SET_VARIABLE: attempts = attempts + 1
  5. 5Body: COMPARE attempts > 10 → TRUE: BREAK
  6. 6Stop condition: success == "yes"

Which Blocks to Pair With — Pro Combinations

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

+ OCR_VALUE / IMAGE / TEXT

Rescans until a value/image/text appears on screen; the natural partner for the "try first, check later" logic.

+ SET_VARIABLE

Updates the variable that advances the stop condition inside the body; without it the loop never stops.

+ BREAK

Paired with an attempt counter it sets a maximum-retry limit; gives a safe exit if the condition never materializes.

+ HTTP_REQUEST

Re-queries until an API response reaches the desired state (e.g. status == ready); the core of a polling pattern.

+ TRY_CATCH

Wraps the fragile step in the body; in catch it pulls the condition variable to a safe default and prevents the loop from locking.

Common Mistakes and Fixes

Never satisfying the stop condition. Fix: add a SET_VARIABLE that eventually makes the condition TRUE, and also add an attempt counter + BREAK as a safety limit.

Forgetting the "at least once" guarantee. Fix: since side-effecting steps (HTTP send, purchase) also run on the first turn, make sure they are safe even when the condition is already true.

Skipping WAIT in a scan loop. Fix: add WAIT each turn; otherwise the device overheats and OCR/IMAGE read quality degrades.

Pro Tips

Bind wait fields such as Wait Before and Wait After to a variable with their lightbulbs. Runtime limits still apply.

Coming soonv1.0.51The same lightbulb menu has a Random option: enter two bounds (for example 300 – 800) and the block picks a new wait from that range every time it runs. Runtime limits still apply.

Choose REPEAT_UNTIL when you need "try first, check later" and WHILE when you need "check first, then try"; the first-turn behavior is the crux of this decision.

For a clear stop when the condition fails, prefer a logical attempt counter + BREAK over the time cap (loopDurationCapMs); the log shows exactly why it stopped.

In long polling loops LOG each turn with the index/attempt; it makes answering "why did it loop so long" trivial in the field.

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 counter = tonumber("0") or 0

local _ru_safe1 = 0
while true do
 _ru_safe1 = _ru_safe1 + 1
 if _ru_safe1 > 2000000 then
  System.log("Loop safety limit exceeded (repeat_until)")
  break
 end
 do
 counter = counter + 1
 ::_cont_2::
 end
 if ((tonumber(counter) or 0) >= 2) then break end
 wait(8)
end
::_break_3::

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.

🛡Protection Layer

Blocks like ERROR_HANDLER and SLEEP_UNTIL strengthen a flow; they should not be used to hide unclear core logic.

📉Infinite Wait Risk

Always define an exit scenario and observable bound when using sleep-style waiting conditions.

🧭Central Error Policy

Global error handling should belong to one policy. Avoid multiple competing error strategies in the same project.

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 →