minecraft761 wrote:
I got an awesome script!
when [Player v] clicked say [Welcome to script island!] for (3) secs set pen color to [#00FF01] add [Robot Eye] to [Inventory v] broadcast [Mario v]
Fixed to an extent.
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if <[Inventory v] contains [Battery]> say [You have a Battery.] for (5) secs else say [You don't have a battery.] for (5) secs end Allow [16] in group Controls for all? [yes] // These are multiplayer blocks. [stop this script]
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Block puzzle script:
when gf clicked forever if <<mouse down?> and <touching [mouse pointer v] ?> go to [mouse pointer v] end
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minecraft761 wrote:
Block puzzle script:
when gf clicked forever if <(mouse down?) and (touching [mouse pointer v] ?)> go to [mouse pointer v]
Fixed; you had an extra "end".
Last edited by ErnieParke (2013-01-15 16:12:27)
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Yellown wrote:
whengfclicked Repeat until <(lives)=(0)> Say [cheese] End Say [you die]
Last edited by OrcaCat (2013-01-15 15:53:30)
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when gf clicked bump [this post v] to [top v]
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[Testing 2.0 blocks...]
(current [minute v]) (user ID)
[Nope.]
Last edited by OrcaCat (2013-01-15 16:04:07)
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When gf clicked Forever Say (mood) End When gf clicked If <(scratch 2.0 coming out) > [10 days away]> Set [mood v] to [happy] End If <<(scratch 2.0 coming out) < [11 days away] > and <(scratch 2.0 coming out) > [1 day]>> Set [mood v] to [excited] End If <(scratch 2.0 coming out)= [already out]> Set [mood v] to [SUPER EXTRA EXTREMELY HAPPY] End
Last edited by numberonegamers (2013-01-15 18:08:33)
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when gf clicked forever explode think I am weird! for (cat) seconds stop all
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when gf clicked say (blah) for (no) seconds forever turn into a tv run for (a lot of seconds) set mood to (NOT HAPPY)
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when gf clicked forever Say <wah wah wah!> for <cat> seconds broadcast <Mario>
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when bottle clicked fly 7 seconds to bottlecap forever pie end cut 100 wires obsolete! broadcast bubbles stop all
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broadcast <????????????> Say <zero>
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mitchboy wrote:
Hardmath123 wrote:
You can get a relatively good approximation by writing the project summary (shift-click File).
when green flag clicked point in direction (90) set [PlayerX v] to (0) set [PlayerY v] to (0) set [LevelNumber v] to (1) set [Dir v] to (0) set [Xvel v] to (0) set [Yvel v] to (0) forever clear go to x: (0) y: (0) switch to costume ((LevelNumber)+(1)) stamp switch to costume [Marble v] if <(Dir)=(0)> go to x: ((PlayerX)*(30)) y: ((PlayerY)*(30)) else if <(Dir)=(1)> go to x: ((PlayerY)*(30)) y: ((PlayerX)*(-30)) else if <(Dir)=(2)> go to x: ((PlayerX)*(-30)) y: ((PlayerY)*(-30)) else go to x: ((PlayerY)*(-30)) y: ((PlayerX)*(30)) stamp if <key [right arrow v] pressed?> switch to costume ((LevelNumber)+(1)) go to x: (0) y: (0) clear set [Dir v] to (((Dir)+(1)) mod (4)) set [PlayerX v] to (round (PlayerX)) set [PlayerY v] to (round (PlayerY)) repeat (10) turn ccw (9) degrees if <key [left arrow v] pressed?> switch to costume ((LevelNumber)+(1)) go to x: (0) y: (0) clear set [Dir v] to (((Dir)-(1)) mod (4)) set [PlayerX v] to (round (PlayerX)) set [PlayerY v] to (round (PlayerY)) repeat (10) turn ccw (-9) degrees if <<(Dir)=(0)> and <(0)=(letter((((round (PlayerX))+(0))+(4))+((((round ((PlayerY)+(0.5)))+ (-1))-(3))*(-7))) of (item (LevelNumber) of [LevelData v]))>> change [PlayerY v] by (-0.1) if <<(Dir)=(1)> and <(0)=(letter((((round ((PlayerX)-(0.5)))+(1))+(4))+((((round ((PlayerY)+(0.5)))+(0))-(3))*(-7))) of (item (LevelNumber) of [LevelData v]))>> change [PlayerX v] by (0.1) if <<(Dir)=(2)> and <(0)=(letter((((round (PlayerX))+(0))+(4))+((((round ((PlayerY)-(0.5)))+(1)) -(3))*(-7))) of (item (LevelNumber) of [LevelData v]))>> change [PlayerY v] by (0.1) if <<(Dir)=(3)> and <(0)=(letter((((round ((PlayerX)+0.5))+(-1))+(4))+((((round ((PlayerY)-(0.5)))+(0))-(3))*(-7))) of (item (LevelNumber) of [LevelData v]))>> change [PlayerX v] by (-0.1) endFixed.
when I receive [extremely long post] say [You have too much time on your hands!] hide
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Hawmy wrote:
when gf clicked repeat [forever] if (touching [color]?) broadcast [level v] end end
Fixed to an extent.
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cwoz wrote:
mitchboy wrote:
Hardmath123 wrote:
You can get a relatively good approximation by writing the project summary (shift-click File).
when green flag clicked point in direction (90) set [PlayerX v] to (0) set [PlayerY v] to (0) set [LevelNumber v] to (1) set [Dir v] to (0) set [Xvel v] to (0) set [Yvel v] to (0) forever clear go to x: (0) y: (0) switch to costume ((LevelNumber)+(1)) stamp switch to costume [Marble v] if <(Dir)=(0)> go to x: ((PlayerX)*(30)) y: ((PlayerY)*(30)) else if <(Dir)=(1)> go to x: ((PlayerY)*(30)) y: ((PlayerX)*(-30)) else if <(Dir)=(2)> go to x: ((PlayerX)*(-30)) y: ((PlayerY)*(-30)) else go to x: ((PlayerY)*(-30)) y: ((PlayerX)*(30)) stamp if <key [right arrow v] pressed?> switch to costume ((LevelNumber)+(1)) go to x: (0) y: (0) clear set [Dir v] to (((Dir)+(1)) mod (4)) set [PlayerX v] to (round (PlayerX)) set [PlayerY v] to (round (PlayerY)) repeat (10) turn ccw (9) degrees if <key [left arrow v] pressed?> switch to costume ((LevelNumber)+(1)) go to x: (0) y: (0) clear set [Dir v] to (((Dir)-(1)) mod (4)) set [PlayerX v] to (round (PlayerX)) set [PlayerY v] to (round (PlayerY)) repeat (10) turn ccw (-9) degrees if <<(Dir)=(0)> and <(0)=(letter((((round (PlayerX))+(0))+(4))+((((round ((PlayerY)+(0.5)))+ (-1))-(3))*(-7))) of (item (LevelNumber) of [LevelData v]))>> change [PlayerY v] by (-0.1) if <<(Dir)=(1)> and <(0)=(letter((((round ((PlayerX)-(0.5)))+(1))+(4))+((((round ((PlayerY)+(0.5)))+(0))-(3))*(-7))) of (item (LevelNumber) of [LevelData v]))>> change [PlayerX v] by (0.1) if <<(Dir)=(2)> and <(0)=(letter((((round (PlayerX))+(0))+(4))+((((round ((PlayerY)-(0.5)))+(1)) -(3))*(-7))) of (item (LevelNumber) of [LevelData v]))>> change [PlayerY v] by (0.1) if <<(Dir)=(3)> and <(0)=(letter((((round ((PlayerX)+0.5))+(-1))+(4))+((((round ((PlayerY)-(0.5)))+(0))-(3))*(-7))) of (item (LevelNumber) of [LevelData v]))>> change [PlayerX v] by (-0.1) endFixed.when I receive [extremely long post] say [You have too much time on your hands!] hide
NOT FIXED put [end] after a loop
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AgentCNF wrote:
when gf clicked forever say [did it work????]
Yes, yes it did.
Anyway, fixed. You had an extra "end" at the end of your forever block.
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