No-Code Workspace — Block Reference

ActionBlock usage recipe

Timer (TIMER_INTERVAL)

Schedules a delayed or repeating group callback

Documented for app version 1.0.50Updated:

Block Preview

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

English UI
Timer (TIMER_INTERVAL) block card

What Does It Do?

Schedules a group folder to run later in `timeout` or `interval` mode directly from the builder. The `start` action generates a timer id, while `clear` cancels a previously scheduled callback using that same id. This lets the flow create delayed or repeating work without blocking the main chain.

When to Use?

1

Use it when you need to:

2

Re-check something later without blocking the main flow

3

Poll by calling a group callback on a fixed interval

4

Move long waits into a scheduled timer instead of inline blocking

5

Build a repeat mechanism that can be cleared after success

How to Use?

1

Add TIMER_INTERVAL

2

Timer Action: Start or Clear

3

Timer Mode: Timeout (one shot) or Interval (repeating)

4

Enter the Timer ID Variable

5

For Start, set Delay (ms, 1–3,600,000), the target group with Select Group, and any Arguments

6

When the work is done, run Clear from a second Timer block with the same Timer ID Variable and mode

Parameters

Timer Action and Mode

Start / Clear with Timeout / Interval

Timer ID Variable

Variable that stores the timer id for later cleanup

Delay and group

For Start: Delay (1–3,600,000 ms), Select Group and Arguments

Example Usage

1

Scenario: Call a status group every 5 seconds and stop the interval when success arrives

2

TIMER_INTERVAL -> action = start, mode = interval, timerIdVar = statusTimer, delay = 5000, group = CheckStatus

3

Inside CheckStatus, read the remote state with HTTP_GET and JSON_PARSE

4

When success arrives, run TIMER_INTERVAL -> action = clear, mode = interval, timerIdVar = statusTimer

5

Continue with the normal flow afterward

Combinations / Used With

1

COMBINATIONS:

2

TIMER_INTERVAL + GROUP_CALL: scheduled callback model

3

TIMER_INTERVAL + HTTP_GET: polling flows

4

TIMER_INTERVAL + HUD_OVERLAY: live status plus timer cleanup

Tip

Keep timer blocks small and move the real work into a callback group. That keeps scheduling readable and the business logic easy to inspect.

Warnings / Cautions

1

WARNING:

2

`start` requires a valid callback group; the timer will not schedule without one

3

`clear` must use the same timer id variable and the matching mode

4

Extremely short interval values can create noisy flows and stacked callbacks

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

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

Basic

TIMER_INTERVAL schedules a group folder to run later, so you can create delayed or repeating work without blocking the main flow. The start action generates a timer id, and the clear action cancels the scheduled callback using that same id.

Advanced

With action you pick start/clear and with mode timeout/interval: timeout is a one-shot delayed call, interval is repeated calls at a fixed interval. In start mode you set the delay (ms), the target callback group, and any group arguments, and you write the generated timer id into a variable (timerIdVar). When the work is done you call clear with a second TIMER_INTERVAL using the SAME timer id variable and the SAME mode. The generated code first defines the group as a function (so groups can call each other regardless of order) and schedules it with System.setTimeout, so the main chain continues without waiting and the callback is scheduled in the background.

Pro

This block is the key to non-blocking timers: instead of freezing the main flow with a long WAIT, you hand control to an interval callback and run the polling in the background. The clean pattern is to keep the timer block short and move the real work into the callback group; scheduling stays readable and the business logic is collected inside the group. Discipline is critical: when success arrives, always stop the interval with clear, otherwise callbacks stack up forever. If you do not use the same id variable and the matching mode for clear, the cancel will not take. Avoid extremely short interval values; they create stacked callbacks and noisy flows. Show the live state with HUD_OVERLAY, and when you clear the timer also dispose the HUD for a consistent cleanup.

Real-World Scenarios — Step-by-Step Recipes

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

Poll status every 5 seconds, stop on success
  1. 1TIMER_INTERVAL -> action=start, mode=interval, timerIdVar=statusTimer, delay=5000, group=CheckStatus
  2. 2Inside CheckStatus read the state with HTTP_GET + JSON_PARSE
  3. 3On success TIMER_INTERVAL -> action=clear, mode=interval, timerIdVar=statusTimer
  4. 4Continue with the normal flow
One-shot delayed call without blocking
  1. 1TIMER_INTERVAL -> action=start, mode=timeout, timerIdVar=lateTimer, delay=3000, group=DelayedTask
  2. 2The main flow continues without waiting
  3. 3After 3 seconds the DelayedTask group runs on its own

Which Blocks to Pair With — Pro Combinations

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

+ GROUP

The scheduled work moves into a callback group; the timer block stays short and the logic readable.

+ HTTP_GET + JSON_PARSE

Builds a non-blocking polling flow that queries remote state at a fixed interval.

+ HUD_OVERLAY

Shows the live state; disposing the HUD as the timer is cleared finishes cleanly.

+ COMPARE

When the condition holds inside the callback, it clears the interval to end the repetition.

Common Mistakes and Fixes

Not clearing the interval after success. Fix: call clear with the same id when the condition holds; otherwise callbacks pile up.

Using a different id variable or the wrong mode in clear. Fix: provide exactly the same timerIdVar and mode as start, otherwise the cancel does not take.

Calling start with an empty callback group. Fix: start requires a valid group; define the group first.

Giving an extremely short interval (e.g., a few ms). Fix: choose a reasonable interval; too-short values create stacked callbacks and noise.

Pro Tips

Convert long WAIT pauses into interval polling; the main flow stays free and the macro becomes more responsive.

Design a known clear path for every start; plan up front how each timer you launch will be cleaned up.

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 timer_id = nil

local _vb_group_TimerCallback_docs_group_t

_vb_group_TimerCallback_docs_group_t = function(_vb_matchCtx)
  _lastMatch = _vb_matchCtx
 wait(1)
end

if type(_vb_group_TimerCallback_docs_group_t) ~= "function" then
 error("TIMER_INTERVAL target group not found: TimerCallback")
end
timer_id = System.setTimeout(250, function()
 return _vb_group_TimerCallback_docs_group_t(_lastMatch)
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 →