half the functions in here are useless
try this block instead
which also makes local variables stay local.
now, to integrate it, just replace your old block definition with the one above
what about rename all
also the new rename you gave doesnt work
how?
i was thinking we could scan the xml of the scripts on the user that made the change and transfer them over like i did in the first script
yeah, use the scisnap event handler block (i'll show you how in a little bit) to add scripts to the scripting area
or extension syn_scripts
i wrote something to do that. thats simple.
To Do:
1. Rename all (variable)
2. Create sprite (sprite)
3. Clone sprite (sprite)
4. Delete sprite (sprite)
5. Editing script (script)
6. Change costume (sprite)
7. Add costume (sprite)
8. Add sound (sprite)
9. Save for offline changes (stage)
10. Graphic change (sprite)
11. Sprite rename (sprite)
need a way to delete sprites from stage
Would it be okay if I worked on my own version of this?
working on it.
works for create a new sprite - just choose turtle sprite in the menu.
create a clone of [ V]
?
replace item ([number] v) of (my [costumes V]) with []
add [] to (my [costumes V])
add [] to (my [sounds V])
?
?
ghost effect and stuff like that I assume
ofc
@sathvikrias can you implement this into the code
Thanks, I really like this idea but you are doing it in yall's own way (which is fine!) and I'm doing it in a different way
the goal is to do it without js
thankfully, due to extension [ V] [] @delInput @addInput blocks and libraries such as sci snap we don't need js
yup. lmk ur progress