No-Code Workspace — Block Reference

Flow ControlBlock usage recipe

Set Variable (SET_VARIABLE)

Assigns a value to a variable

Documented for app version 1.0.50Updated:

Block Preview

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

English UI
Set Variable (SET_VARIABLE) block card

What Does It Do?

Assigns a constant, a Lua expression, or a text template with {{ }} to a variable. The basic block for counters, intermediate results and settings.

When to Use?

1

Use for:

2

Counters (counter = 0, then counter = counter + 1)

3

Calculation results (total = price * quantity)

4

Turning Dialog text into a number (tonumber(_dlg_repeat))

How to Use?

1

Enter the VARIABLE NAME (e.g. counter)

2

Enter the VALUE / EXPRESSION: 0, "hello", counter + 1, math.random(1, 100) or Total {{total}} items

3

Both fields can be bound with the lightbulb

Parameters

Variable Name

Variable to assign

Value / Expression

Constant, Lua expression, or {{ }} text template

Variable typeComing soonv1.0.51

In the variable editor: Number, Text, Boolean, Color, List, Map, or Reference; List and Map start from JSON

Example Usage

1

Scenario: Counter in a loop

2

SET_VARIABLE: counter = 0

3

Inside a GROUP, SET_VARIABLE: counter = counter + 1

4

COMPARE: counter >= 10 → BREAK

Combinations / Used With

1

COMBINATIONS:

2

SET_VARIABLE + COMPARE: Counter control

3

SET_VARIABLE + LOG: Watch the value

4

SET_VARIABLE + SWITCH_CASE: Branch on the value

Tip

A variable first assigned inside a GROUP is nil if the GROUP has not run; assign a default before the GROUP.

Warnings / Cautions

1

WARNING:

2

An empty name becomes "x"; use only a-z, A-Z, 0-9 and _ in names

3

An invalid Lua expression raises an error

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

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

Basic

SET_VARIABLE assigns a constant value or an expression to a variable. It has two fields: Variable Name and Value/Expression. The value you assign is valid across the whole macro and can be used in other blocks (COMPARE, LOG, variable binding). It is the fundamental block for counters, storing values, and calculations.

Advanced

The Value field can be a constant number (0, 100, 3.14), constant text ("hello"), an expression (counter + 1, price * 0.9) or a Lua call (math.random(1, 100)). The generated code parenthesizes the value on assignment (x = (1)). Both fields support lightbulb variable binding. If the value contains {{ }}, the whole value is treated as a text template (e.g. Total: {{total}} items). SCOPE: variables are global across the macro, but a variable defined inside a GROUP is nil if that GROUP has not run yet — to avoid this, assign a default BEFORE the GROUP. An empty variable name defaults to "x"; invalid Lua syntax errors the macro; avoid special characters in names (use a-z, A-Z, 0-9, _).

Pro

Computed-variable pattern: define all settings at macro start with SET_VARIABLE to keep scattered constants in one place, then use them everywhere via variable binding — changing a value means touching one block. The counter loop is classic: counter = 0 before the GROUP, counter = counter + 1 inside, COMPARE for the threshold. Dialog text fields, KV and clipboard values are text; convert with tonumber() before math. {{ }} inline expressions let you embed a computed value in other fields too. The most robust defense against the GROUP-scope nil trap is to assign a safe default before the GROUP for every in-GROUP counter/flag.

Real-World Scenarios — Step-by-Step Recipes

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

Use a counter in a loop
  1. 1SET_VARIABLE: counter = 0 (BEFORE the GROUP)
  2. 2GROUP (infinite loop)
  3. 3... operations ...
  4. 4SET_VARIABLE: counter = counter + 1
  5. 5COMPARE: counter >= 10 → BREAK
Convert a dialog input to a number
  1. 1Dialog → Text Input key=repeat (returns text, variable _dlg_repeat)
  2. 2SET_VARIABLE: repeatCount = tonumber(_dlg_repeat) or 1
  3. 3GROUP → bind the repeat count to repeatCount with the lightbulb

Which Blocks to Pair With — Pro Combinations

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

+ COMPARE

The most common partner for counter/state checks; branches or breaks when a threshold is hit.

+ GROUP

Updates a variable inside a loop, and assigns a pre-GROUP default to dodge the GROUP-scope nil trap.

+ DIALOG

Converts the text from a Dialog text field into a number with tonumber() for use.

+ SWITCH_CASE

Prepares the variable to drive multi-way branching on a computed state.

+ Lightbulb binding

Binds a computed value (random wait, threshold) into any other block parameter.

Common Mistakes and Fixes

Treating a text value as a number. Dialog text fields, KV and the clipboard return text; comparing "5" and "10" as text gives the wrong answer. Fix: convert with tonumber(value).

Relying outside on a variable defined inside a GROUP. If the GROUP did not run, the variable is nil. Fix: assign a safe default BEFORE the GROUP.

Writing an invalid expression. Broken Lua syntax stops the macro. Fix: keep the expression simple; if complex, evaluate it inside TRY_CATCH or MATH_EVAL.

Leaving the variable name empty or using special characters. An empty name becomes "x", and special characters cause problems. Fix: use a meaningful name with a-z, A-Z, 0-9, _.

Pro Tips

Gather all constant settings (thresholds, delays, URLs) at macro start with SET_VARIABLE; changing a value becomes a single-block edit.

To test different load times, assign delay = math.random(1000, 3000) and bind the WAIT duration to delay with the lightbulb; keep the range bounded and verify the next screen state.

Thanks to {{ }} inline expressions, embedding a value in another field can sometimes avoid a separate SET_VARIABLE.

Coming soonv1.0.51When you add a variable in the variable editor, pick its Variable type: Number, Text, Boolean (true or false), Color (#RRGGBB or #AARRGGBB), List (a JSON array, e.g. [1, false, "text"]), Map (a JSON object, e.g. {"count": 2}) or Reference (a variable name or a single expression such as count + 1). A List becomes a Lua array that starts at 1 and works with FOR_EACH; a Map is the same map object the MAP block uses. null is not supported, and an initial value can hold at most 32,768 characters, 2,048 values and 12 nested levels. SET_VARIABLE then updates these variables during the run.

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 x = nil

x = (1)

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 →