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EmuloAgent Advanced Macro Actions

Use compound actions, image clicks, multi-item clicks and swipes to build more capable EmuloAgent macros for changing game screens.

Most macros start with a single tap on one spot of the screen. That works until the screen moves or the task needs more than one step. The EmuloAgent builder has a group of advanced actions that turn a basic macro into an automation that reacts to what it sees: it chains steps, clicks what the screen shows, scrolls screens and types passwords. This post covers four of them, with the real attributes of each, exactly as they appear in the app.

Compound Action: several actions in one step

The Compound Action lives under the Custom group in the builder, and it exists for tasks that do not fit in a single tap. It is the right tool when one step needs two or more actions in a row, like advancing an NPC dialog: tap to move the line along, pick an option, confirm. Instead of scattering that across loose steps in your macro, you gather it into one block.

It starts empty. On the card, the + button opens two choices: New Action, to build a sub action from scratch, or Existing Action, to reuse an action you already built in another step without redoing it. Any type of action can be a sub action, including another compound action, so you can nest blocks. The sub actions run in the order they appear in the list, and you can reorder them.

What makes the block smart are conditions at two levels. The whole compound action can carry a condition that decides whether it runs, and each sub action can carry its own, so a single sub action can be skipped without stopping the rest. And before each sub action the agent grabs a fresh frame, so every step acts on the current screen, not on one frozen at the start of the block. To give a step some breathing room, use the Before the action delay on each sub action.

Click on image: click what the screen shows

Click on image sits in the Gesture group and is the opposite of a tap on a fixed coordinate. You save a crop of the screen, a button, an icon, an item, and the action looks for it with computer vision (template matching). When it finds it, it clicks the center. If the screen shifts, a popup opens, the resolution changes, it keeps up, because it acts by appearance and not by a fixed point.

Right click the action and you reach four adjustments: Select new image, Edit image (crop again), Edit Detection Region, and Edit Action, which is where the click style and behavior live.

Click style. There are four:

  • Single tap: one tap.
  • Double tap: two quick taps, back to back.
  • Hold for X seconds: keeps the tap pressed for the time you set, good for context menus, dragging, and bars that charge while held.
  • Repeat X times within Y seconds: a burst of taps spread across a time window, when the target needs several taps in a row.

One match or many. When the image shows up more than once, you choose what to do: Click only the first, which acts on the best result, or Click each one (one by one), which walks through every occurrence above your precision and clicks them in sequence, click by click. The style applies to each match, so three images with double tap become six taps. This is the mode that handles selling repeated items, marking many items in a game inventory, or collecting a batch of identical buttons at once.

Precision. A control from 50% to 100% sets how closely the screen has to match the saved image. Higher is stricter; lower is more tolerant of shifts in brightness or animation. For very small images, the app also raises that floor on its own, so it will not click on anything that merely looks similar.

Detection region. This is the area where the search happens. When you capture the image, the app already creates a region with a margin around the crop. In Edit Detection Region, the green rectangle shows the saved area and the orange one is the region you move and enlarge. Drawing a tight region around the target is what makes detection faster and more accurate, because the agent knows exactly where to look. You can also tune the delay before and after the click, in milliseconds.

Swipe: scroll pages and switch screens

The Swipe action is also in the Gesture group, and it does what a tap cannot: scroll a list or feed, turn pages, switch a tab or a screen in a carousel. You set the gesture by dragging two handles over the live capture of the emulator: handle A is the start and B is the end. The direction and distance come from the stroke itself, with no separate field for each.

The attributes are straightforward. The path can be Straight, the default, or Curved, which draws a more organic route than a perfect line. The speed has three levels, Slow, Medium and Fast, from the gentlest to the snappiest. Repeats run from 1 to 20, with an adjustable pause between them, useful for scrolling a long list in several passes. And there is the before and after delay, as in the other actions. Under the hood, each gesture becomes a native Android swipe, the same motion your finger would make.

Virtual Keyboard: type a password into a shuffling keypad

Virtual Keyboard lives in the Passwords group and solves one specific case: typing a subpassword into a keypad whose numbers move to a new place on every use. In a short wizard you capture the ten digits and the position of the Confirm button; at run time the agent re-reads the screen and finds each digit by its shape, not by its position, which is why it does not get lost when the keys shuffle. The password is yours, entered per profile and encrypted on your machine, and it is stripped out of the macro if you share it.

That action has safeguards worth reading about on their own. We wrote a whole post on it: Virtual Keyboard: solving a shuffling PIN keypad safely.

Combine them into one routine

The real gain shows up when you mix the actions. A Compound Action can first swipe to bring an item into view, then use click on image in the Click each one mode to sell every unit, all inside a block gated by an image condition that only fires when the right screen is open. From the outside it is one step in your routine; on the inside it is several coordinated actions. This is how a macro stops being an auto clicker and becomes an automation that holds up while the game or app changes in front of it.

See it in action

The EmuloApp channel on YouTube has short videos showing the builder and these actions in practice, from the first tap to a macro running on its own. Watch the videos on the EmuloApp channel and come back to build your own.

Next

New to the app? Start with the EmuloAgent overview, see how to build your first automation, and how image, text and color conditions read the screen. Want to try these actions on emulators like BlueStacks, LDPlayer and MuMu? Download EmuloAgent and power up your next macro.

Frequently asked questions

What is a compound action in EmuloAgent?
It is one action that bundles several sub actions into a single step, for tasks that need two or more taps in a row, like advancing an NPC dialog. You add the sub actions in the order you want, and you can give a condition to the whole block and another to each sub action.
Can click on image click several items at once?
Yes. In the Click each one mode, the action finds every occurrence of the image above your chosen precision and clicks them one by one, in sequence. It is handy for selling repeated items or marking many items in a game inventory.
What is the difference between single tap, double tap, hold and repeat?
Single tap sends one tap, double tap sends two quick taps, hold keeps the tap pressed for a time you set, and repeat sends a number of taps within a time window. The chosen style applies to each image that is found.
How does EmuloAgent know where to look for the image on screen?
Through the detection region, the area where the search happens. When you capture the image, the app already creates a region with a margin around it, and you can move and enlarge it. A tight region around the target makes detection faster and more reliable.
What is the swipe action for?
For scrolling pages and switching screens. You set the start and end by dragging on the capture, choose whether the motion is straight or curved, tune the speed and how many times to repeat. The direction comes from the stroke itself.