Typical scenarios:
Smarter than "wait 3 seconds": if the change happens quickly, it executes sooner; if it's slow, it automatically waits longer. It neither wastes time nor misses the moment.
"Wait for Bar Change" is designed specifically to monitor length changes in bar-shaped elements such as health bars, progress bars, and energy bars.
Why multiple templates? Because a bar looks different at different lengths (a full bar is long, a nearly empty bar is short). You need to capture screenshots of the same bar in different states as references:
Note: don't use too many templates — too many reduces detection efficiency. Two is enough to cover most scenarios.
The engine continuously matches which template the current view is closest to. When the match result switches from one template to another, it determines that "the bar has changed".
Typical usage: monitor a character's health bar, and when health drops by more than a certain ratio → automatically use a potion.
These two thresholds are easy to confuse, but they control different things:
Easy way to remember: the match threshold governs "whether it can be found", and the change threshold governs "how much change counts as a change".
Generally, keep the defaults. If small health bar fluctuations trigger false alarms → raise the change threshold to 0.15–0.2.
Full steps:
This way, the script continuously monitors the health bar and automatically clicks the potion once it detects a significant drop in health.
Reference example: the Windows version ships with a built-in "Game Helper – Health Bar Monitor" demo project. You can import the demo package from the menu to view the full configuration (includes 2 templates: full health + 30% health).
Windows version:
Ctrl+7)Android version: in the editor, switch to recording mode. Your actions are intercepted and recorded by a full-screen overlay, while the underlying interface simultaneously carries out your actions.
After recording, you can play it back from the macro list to test, or embed it in the main flow via a "Call Recorded Macro" node.
When recording, MacroAI only records actions inside the design region. This is intentional, to prevent accidental actions (such as clicking on MacroAI's own interface) from being recorded.
Situations that are not recorded:
Solutions:
Macro playback preserves the time intervals from recording. If you acted quickly while recording, playback will also be fast.
How to adjust:
Better approach: for scenarios that need precise pacing, we recommend building the flow manually in the node editor (Wait nodes + Click nodes) rather than relying on recording. Recording is better suited for "fixed action sequences where the intervals don't matter".
The macro itself cannot be edited. After recording, you can rename it, edit its description, play it back, or delete it — but you cannot modify the individual events inside (you can't remove a specific click, adjust a delay, or change a coordinate).
Recorded it wrong? Delete it and record again.
Want conditions? Use the node editor:
You can also split a long sequence into several short macros, recording each separately and connecting them with node logic — more flexible.
Main differences:
For this reason, on Android we recommend building flows with the node editor and using recording as a supplementary tool. The Windows version has a more complete recording feature (supports keyboard and Chinese IME input).