No-Code Workspace — Block Reference

Data and UtilitiesBlock usage recipe

Time Span (TIME_SPAN)

Creates duration values in ms, sec, min, or hours

Documented for app version 1.0.50Updated:

Block Preview

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

English UI
Time Span (TIME_SPAN) block card

What Does It Do?

Creates explicit duration values in a human-readable way. Instead of raw 5000 values, it lets the flow produce 5 seconds, 2 minutes, or 1 hour and store them in a variable.

When to Use?

1

Useful when you need to:

2

Feed WAIT, SLEEP_UNTIL, or retry timing

3

Make time values more readable

4

Reuse one duration across multiple blocks

How to Use?

1

Add TIME_SPAN

2

Choose the unit: ms / seconds / minutes / hours / days

3

Enter the numeric value

4

Save the result to a variable and use it in blocks that need timing

Parameters

Unit

Milliseconds, seconds, minutes, hours, or days

Value

Numeric amount for the chosen unit

Output Type

TimeSpan Object or Total Milliseconds; choose Total Milliseconds for fields that expect ms, such as WAIT

Result Variable

Variable that will receive the computed duration value

Example Usage

1

Scenario: Drive one retry window from a single variable

2

TIME_SPAN -> 30 seconds, resultVar=retryWindow

3

Bind wait or timeout fields to retryWindow with the lightbulb

Combinations / Used With

1

COMBINATIONS:

2

TIME_SPAN + WAIT: readable delays

3

TIME_SPAN + SLEEP_UNTIL: target-time calculations

4

TIME_SPAN + KV_SET: user-configurable timing

Tip

Using TIME_SPAN instead of magic numbers makes the workflow easier to read and maintain.

Warnings / Cautions

1

WARNING:

2

Do not confuse the unit and the numeric value; 5 minutes is not 5 milliseconds

3

Very long waits are often less resilient than state-based flows

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

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

Basic

TIME_SPAN produces durations in a readable way. You pick a Unit (seconds/minutes/hours), enter a Value (e.g. 5 seconds) and store it in a Result Variable (default span_val). So instead of a raw 5000 you get an understandable duration that reads as "5 seconds".

Advanced

Unit (timeSpanUnit) has five options: ms, seconds, minutes, hours, days. Output (timeSpanOutput) has two modes: span (a duration object) or ms (total milliseconds). To feed WAIT, SLEEP_UNTIL or retry timing you usually use the ms output; defining one duration in a single variable (retryWindow) and binding it into several blocks with the lightbulb keeps the config readable. Using TIME_SPAN instead of magic numbers (5000, 120000) lets you change the duration in one place later.

Pro

Use TIME_SPAN as a single source of truth: define the whole retry window in one variable and bind that same variable in every wait/timeout block; when the duration must change you edit one place. Be very careful not to confuse the unit and the value — 5 minutes versus 5 milliseconds is a 60,000x difference and becomes a bug that either freezes the macro or never waits. Very long single waits (hours) are fragile; OEM/Doze can kill the process. Instead align to real clock time with SLEEP_UNTIL or design a state-based (polling) flow.

Real-World Scenarios — Step-by-Step Recipes

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

Drive one retry window from a single variable
  1. 1TIME_SPAN → Unit: seconds, Value: 30, Output: ms, Result Variable: retryWindow
  2. 2Bind wait and timeout fields to retryWindow with the lightbulb
  3. 3When the duration changes, edit only the TIME_SPAN block

Which Blocks to Pair With — Pro Combinations

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

+ WAIT

Sets waits with readable duration values instead of raw milliseconds.

+ SLEEP_UNTIL

Provides the base duration unit for relative target-time calculations.

+ KV_SET

Stores the produced duration to persist user-configurable timing.

+ RANDOM_NUMBER

Used with RANDOM_NUMBER to add a random jitter to a fixed duration.

Common Mistakes and Fixes

Confusing unit and value; treating 5 minutes as 5 ms. Fix: verify the Unit first, then the Value.

Choosing the wrong output mode; giving a span to a block that expects ms. Fix: use the ms output for blocks like WAIT/SLEEP_UNTIL.

Setting a single wait that lasts hours. Fix: align to real clock time with SLEEP_UNTIL or design polling.

Pro Tips

Replace magic numbers entirely with TIME_SPAN variables; the macro becomes both readable and maintainable.

Keep one logical duration (e.g. "one round") in a single TIME_SPAN variable and reuse it everywhere.

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 span_val = nil

span_val = TimeSpan.fromSeconds(5)

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.

🗃Source and Destination

Use file paths, key names, regex sources, and JSON paths with clear naming discipline.

🧷Default Value

Define default outputs clearly so the builder flow does not collapse when data is missing.

🔄Write Then Read Back

For KV or file writes, verifying the result in the next block is healthier in production-grade flows.

🪶Narrow Output Design

Instead of carrying large raw payloads, extract the value you need and pass it forward via a result variable.

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 →