Ok I need a block for my mod that does nothing. Yes when its used Scratch will pass over it as if it were not there. Anyone know how?
EDIT:
('do nothing' #- #yourself)
yourself is already defined.
Last edited by johnnydean1 (2010-07-12 02:57:33)
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Yes but I need to. I would like to use it in a mod.
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The code would be:
("block name" #- #-)
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in blockspecs:
('do nothing' #- #-)Offline
Billybob-Mario wrote:
in blockspecs:
Code:
('do nothing' #- #-)
this doesn't work...
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Maybe it's for something like the old comment block in the Scratch 1.2 beta.
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Well I will tell you what its for.
I have made a new tab (pen control) and called it hacked blocks. (To keep them seperate) And a Second tab called Motor Blocks. Now what I have done is moved all the Motor Blocks to the Motor tab and put My hacked blocks in the hacked tab.
Heres the clever bit. Before you could choose to hide/show the motor blocks, well I altered it and you can hide/show the hacked blocks.
Here is why I need the block:
I am spliting up my hacked blocks in to diffrent types, e.g lets use mesh
So I want it like this
MESH (A block that does nothing)
All my hacked mesh blocks
CONTROL (A block that does nothing)
All my hacked contol blocks
And so on.
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Scratchguy3 wrote:
The code would be:
Code:
("block name" #- #-)
Good... But you missed a big something.
CLASS:
('block name' #- #doNothing)INSTANCE:
doNothing
^selfNOTE: If you are lazy, and decided to copy and paste, replace the five spaces with one TAB in the instance code.
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Ok I get what your saying, but could you explain something. On the sensing tab, you have a line seperating the last 2 blocks from the rest. The code for this is #~ but this can only be done on the sensing tab. Could you show me how to make one to work on all tabs.
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johnnydean1 wrote:
Ok I get what your saying, but could you explain something. On the sensing tab, you have a line seperating the last 2 blocks from the rest. The code for this is #~ but this can only be done on the sensing tab. Could you show me how to make one to work on all tabs.
Look at ScriptableScratchMorph's viewerPageForCategory: (in the category 'blocks').
You might want to add a line such as
(blockOrSym = #=) ifTrue: [
y _ y + 7.
bin addMorph: ((ImageMorph new form: (ScratchFrameMorph skinAt: #connector)) position: x@y).
y _ y + 20] "insert a divider image"
near the other similar-looking ones. This one takes "=" as the symbol and puts the divider image in.
EDIT: AUGH RANDOM SMILEY FACE IN THE SMALLTALK! (fixed)
Last edited by nXIII (2010-06-04 15:04:33)
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henley wrote:
Scratchguy3 wrote:
The code would be:
Code:
("block name" #- #-)Good... But you missed a big something.
CLASS:Code:
('block name' #- #doNothing)INSTANCE:
Code:
doNothing ^selfNOTE: If you are lazy, and decided to copy and paste, replace the five spaces with one TAB in the instance code.
How do I get into the instance for it?[/BlockspecsN00b]
Last edited by Aidan (2010-06-17 15:22:31)
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nXIII wrote:
johnnydean1 wrote:
Ok I get what your saying, but could you explain something. On the sensing tab, you have a line seperating the last 2 blocks from the rest. The code for this is #~ but this can only be done on the sensing tab. Could you show me how to make one to work on all tabs.
Look at ScriptableScratchMorph's viewerPageForCategory: (in the category 'blocks').
You might want to add a line such as(blockOrSym = #
ifTrue: [
y _ y + 7.
bin addMorph: ((ImageMorph new form: (ScratchFrameMorph skinAt: #connector)) position: x@y).
y _ y + 20] "insert a divider image"near the other similar-looking ones. This one takes "=" as the symbol and puts the divider image in.
EDIT: AUGH RANDOM SMILEY FACE IN THE SMALLTALK! (fixed)
sorry, but that doesn't quite work. i can replace most of the variables, but what is binsupposed to be?
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Re-re-re-REPOST!
Aidan wrote:
How do I get into the instance for it?[/BlockspecsN00b]
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