No-Code Workspace — Block Reference

ActionBlock usage recipe

Replay (REPLAY)

Plays recorded gestures or starts and stops a recording

Documented for app version 1.0.50Updated:

Block Preview

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

English UI
Replay (REPLAY) block card

What Does It Do?

Plays a recorded gesture sequence, or starts and stops a new recording from the flow. Playback offers repeat count, delay between replays, random radius and playback speed.

Pro note: replay captures can be device-sensitive

REPLAY is excellent for fast reuse, but when the same flow must survive different DPI, aspect ratio, or UI scale, support it with IMAGE or TEXT verification blocks.

When to Use?

1

Play back a recorded gesture sequence

2

Let the user record first and play it back later

How to Use?

1

Replay Action: Play, Start Recording or Stop Recording

2

For Play, type the Replay Name or pick it from the gallery with Select

3

Enter Repeat (1–999), Delay Between Replays (0–60,000 ms) and Random Radius (0–200 px)

4

Playback speed: pick a preset from 0.5x to 4x or bind it to a variable with the lightbulb (kept within 0.25x–4x)

5

Use Edit to change the recording step by step, or "Convert recording to blocks" to turn it into blocks

Parameters

Replay Action

Play, Start Recording or Stop Recording

Replay Name

The recording to play; can be picked from the gallery with Select

Repeat / Delay / Radius

Repeat 1–999, Delay Between Replays 0–60,000 ms, Random Radius 0–200 px

Playback speed

Presets from 0.5x to 4x; can be bound to a variable with the lightbulb (0.25x–4x)

Release Notes

  • Coming soonv1.0.51

    Replay is refused while a background swipe holds fingers; release them with a Touch Break (TOUCH_BREAK) block before playback.

Example Usage

1

IMAGE: confirm the expected screen → Replay: Play, tutorialSwipe, Repeat 3, Playback speed 0.75x → check the result with IMAGE

Combinations / Used With

1

REPLAY + IMAGE: check the screen before and after playback

2

SMART_REPLAY: play the same recording only while a visual anchor is on screen

Tip

Plays recorded gestures or starts and stops a recording

Warnings / Cautions

1

Recordings depend on screen geometry and timing; verify them after resolution, orientation or interface changes

2

Converting to blocks does not keep curves or mid-swipe pauses; use Replay for an exact repeat

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

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

Basic

REPLAY plays back a gesture sequence you recorded earlier (taps, swipes, multi-finger) exactly as captured. You pick the play action and type the recording name; with start and stop you can also begin and end a live recording right inside the builder flow. It is the fastest way to reuse a complex gesture flow in a single block instead of rebuilding it from individual CLICK and SWIPE blocks.

Advanced

In play mode four settings define quality: replayRepeat (1-999 repeats), replayWaitNextMs (pause between repeats, 0-60000 ms), replayRandomRadius (adds 0-200 px of bounded variation for accessibility and touch-target testing) and replaySpeedMultiplier (0.25x-4.0x speed factor). On a slow device 0.75x is safer; on a fast one 1.5x feels smoother. Use randomRadius only to validate different points within the target's valid bounds; start small and verify screen state after REPLAY.

Pro

A recorded route is resolution-bound; replaying the same capture blindly on a device with a different screen/DPI can miss the target. Pro pattern: validate the expected screen state with IMAGE or SMART_REPLAY first, then run REPLAY. During playback an accidental user touch can cancel the gesture; the engine retries a little, but in critical flows add an IMAGE verification after REPLAY and retry on failure. Use start/stop only to let the user capture a recording; in production flows play is usually all you need.

Real-World Scenarios — Step-by-Step Recipes

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

Safely repeat a recorded onboarding gesture
  1. 1IMAGE: search for an icon of the onboarding screen, exit on the FALSE branch if not found
  2. 2REPLAY: action=play, replayName=tutorialSwipe
  3. 3replayRepeat=3, replayWaitNextMs=800
  4. 4replaySpeedMultiplier=0.75 (safe on slow devices)
  5. 5After REPLAY, verify the end screen with IMAGE
Let the user record, then play back
  1. 1REPLAY: action=start (live recording begins)
  2. 2The user performs the desired gestures on screen
  3. 3REPLAY: action=stop
  4. 4Later REPLAY: action=play with the same replayName to replay the sequence

Which Blocks to Pair With — Pro Combinations

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

+ IMAGE

Validates the expected screen before REPLAY so you do not play blindly on the wrong screen.

+ SMART_REPLAY

Is the ready-made anchor-gated version of the same recording; it gives visual check + playback in one block.

+ TRY_CATCH

If playback is cancelled and returns false you can catch the error and retry in a controlled way.

+ GROUP (loop)

Wraps REPLAY in a loop so you can replay each pass together with a screen check.

Common Mistakes and Fixes

Recording on one device and playing it uncontrolled on a different-resolution device: coordinates drift. Validate the screen first with IMAGE/SMART_REPLAY.

Leaving replayRandomRadius at 0 during a touch-target coverage test verifies only the centre point. When target bounds allow it, start with a small radius (8-20 px) and verify the expected screen after REPLAY.

Pushing replaySpeedMultiplier too high (e.g. 4.0x): smooth on a fast device, but on a slow UI the gesture ends before it lands. Leave it at 1.0x if unsure.

Pro Tips

Bind playback speed with its lightbulb; the value stays within 0.25x–4x.

If the play call returns false the gesture did not run (usually a stray touch). Handle the result with an IF_ELSE or TRY_CATCH and add a single retry.

On long routes use replayWaitNextMs to leave breathing room between repeats; it gives the UI time to process the previous gesture's result.

Do not embed start/stop in production flows; they are for recording management. In a published macro use only play and keep the name fixed.

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 _replayRandomRadiusRef = math.max(0, math.min(200, 0))
local _replayRandomRadius = math.max(0, math.min(200, math.floor((function() local _refLen = tonumber(_replayRandomRadiusRef) or 0; if _refLen ~= _refLen or _refLen == math.huge or _refLen == -math.huge then _refLen = 0 end; _refLen = math.max(0, _refLen); if _refLen == 0 then return 0 end; local _origin = Point(2, 2); local _unitX = Point(3, 2); local _unitY = Point(2, 3); local function _unresolved(_point) return type(_point) == "table" and _point.__mh_point_unresolved == true end; if _origin == nil or _unitX == nil or _unitY == nil or _unresolved(_origin) or _unresolved(_unitX) or _unresolved(_unitY) then error("Reference length mapping failed") end; local _scaleX = math.abs(_unitX:getX() - _origin:getX()); local _scaleY = math.abs(_unitY:getY() - _origin:getY()); return _refLen * math.max(_scaleX, _scaleY) end)() + 0.5)))
local _rp = { repeatCount = math.max(1, math.min(999, 2)), waitNextMs = math.max(0, math.min(60000, 10)), randomRadius = _replayRandomRadius, speedMultiplier = math.max(0.25, math.min(4.0, 1.0)) }
local _replay_ok1 = Replay.play("route_1", _rp)
if not _replay_ok1 then
 error("REPLAY action returned false: REPLAY")
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.

📍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 →