Discuss Scratch

Wolffix
Scratcher
26 posts

Extra Clone Blocks

I had a few ideas for some clone-related blocks:

clone?deleteclonesfromallclonelevel

The ‘clone?’ boolean will report whether the script is running within a clone or not.
The 'delete clone from ' block will do just that, delete all clone created by a certain sprite.
The ‘clone level’ reporter will tell the clone what level of clone it is. If the sprite is not a clone, it will return 0. If the clone has been created by the sprite, it will report 1. If the clone is a clone of that clone, then it will report back 2, and so on.

Let me know what you think!
Sheep_maker
Scratcher
1000+ posts

Extra Clone Blocks

If you need those blocks now, here're some workarounds:
whenclickedsetclone?to0 for this sprite onlywhenIstartasaclonesetclone?to1clone?=1
clone?

whenIreceivedelete all clones of Sprite1 in Sprite1deletethisclonebroadcastdelete all clones of Sprite1
delete clones from Sprite1; if you want to delete the clones from all sprites just put the when I receive script in all the sprites

whenclickedsetclone levelto0 for this sprite onlywhenIstartasaclonechangeclone levelby1clonelevel
clone level
Wolffix
Scratcher
26 posts

Extra Clone Blocks

Sheep_maker wrote:

If you need those blocks now, here're some workarounds:
whenclickedsetclone?to0 for this sprite onlywhenIstartasaclonesetclone?to1clone?=1
clone?

whenIreceivedelete all clones of Sprite1 in Sprite1deletethisclonebroadcastdelete all clones of Sprite1
delete clones from Sprite1; if you want to delete the clones from all sprites just put the when I receive script in all the sprites

whenclickedsetclone levelto0 for this sprite onlywhenIstartasaclonechangeclone levelby1clonelevel
clone level
Thank you, but my point was to make it more convenient.
cul8er
Scratcher
500+ posts

Extra Clone Blocks

Wolffix wrote:

Sheep_maker wrote:

If you need those blocks now, here're some workarounds:
whenclickedsetclone?to0 for this sprite onlywhenIstartasaclonesetclone?to1clone?=1
clone?

whenIreceivedelete all clones of Sprite1 in Sprite1deletethisclonebroadcastdelete all clones of Sprite1
delete clones from Sprite1; if you want to delete the clones from all sprites just put the when I receive script in all the sprites

whenclickedsetclone levelto0 for this sprite onlywhenIstartasaclonechangeclone levelby1clonelevel
clone level
Thank you, but my point was to make it more convenient.
You only have to put in 1-5 more blocks… it just seems unnecessary.
Wolffix
Scratcher
26 posts

Extra Clone Blocks

cul8er wrote:

Wolffix wrote:

Sheep_maker wrote:

If you need those blocks now, here're some workarounds:
whenclickedsetclone?to0 for this sprite onlywhenIstartasaclonesetclone?to1clone?=1
clone?

whenIreceivedelete all clones of Sprite1 in Sprite1deletethisclonebroadcastdelete all clones of Sprite1
delete clones from Sprite1; if you want to delete the clones from all sprites just put the when I receive script in all the sprites

whenclickedsetclone levelto0 for this sprite onlywhenIstartasaclonechangeclone levelby1clonelevel
clone level
Thank you, but my point was to make it more convenient.
You only have to put in 1-5 more blocks… it just seems unnecessary.
Well, the 'when backdrop switches to ' hat block seems unnecessary, with a huge amount of work arounds, but that block is still present in Scratch 2.0.
cul8er
Scratcher
500+ posts

Extra Clone Blocks

Wolffix wrote:

cul8er wrote:

Wolffix wrote:

Sheep_maker wrote:

If you need those blocks now, here're some workarounds:
whenclickedsetclone?to0 for this sprite onlywhenIstartasaclonesetclone?to1clone?=1
clone?

whenIreceivedelete all clones of Sprite1 in Sprite1deletethisclonebroadcastdelete all clones of Sprite1
delete clones from Sprite1; if you want to delete the clones from all sprites just put the when I receive script in all the sprites

whenclickedsetclone levelto0 for this sprite onlywhenIstartasaclonechangeclone levelby1clonelevel
clone level
Thank you, but my point was to make it more convenient.
You only have to put in 1-5 more blocks… it just seems unnecessary.
Well, the 'when backdrop switches to ' hat block seems unnecessary, with a huge amount of work arounds, but that block is still present in Scratch 2.0.
Inertia. It's easier to leave in an unnecessary block than put in an unnecessary block.
Wolffix
Scratcher
26 posts

Extra Clone Blocks

cul8er wrote:

Wolffix wrote:

cul8er wrote:

Wolffix wrote:

Sheep_maker wrote:

If you need those blocks now, here're some workarounds:
whenclickedsetclone?to0 for this sprite onlywhenIstartasaclonesetclone?to1clone?=1
clone?

whenIreceivedelete all clones of Sprite1 in Sprite1deletethisclonebroadcastdelete all clones of Sprite1
delete clones from Sprite1; if you want to delete the clones from all sprites just put the when I receive script in all the sprites

whenclickedsetclone levelto0 for this sprite onlywhenIstartasaclonechangeclone levelby1clonelevel
clone level
Thank you, but my point was to make it more convenient.
You only have to put in 1-5 more blocks… it just seems unnecessary.
Well, the 'when backdrop switches to ' hat block seems unnecessary, with a huge amount of work arounds, but that block is still present in Scratch 2.0.
Inertia. It's easier to leave in an unnecessary block than put in an unnecessary block.
Yes, however, Scratch 3.0 is coming soon, and it would be nice to have some additional blocks. Well, what I really want is an advanced version of Scratch, where all non-mandatory blocks are not present, and more advanced blocks, such as an exponent handler, are in the block selection.
hill_walker123
Scratcher
100+ posts

Extra Clone Blocks

I am so sorry. the last post was in 2017, which is like, 5 years ago. but from what I can tell, this topic wasn't resolved. so maybe…
I had a topic that contained one of the blocks, called <is clone?>, but mine was a dupe of this. i will post the OP of mine here, to provide further support to this topic as a whole.

hill_walker123 wrote:

I am sure someone has thought of this before but my school computer doesn't have access to searching tools so…
it"s so simple. why isn't it is scratch yet?
isclone?
that's it. i was about to make a message that only works on clones called “tick”. i was about to use the tried and true method of:
whenIstartasaclonesetiscloneto1. . .whenIreceivetickifisclone=1then. . .
but then I thought of how intuitive and simple a <is clone?> block would be, and I decided to make this suggestion. I mean really, a new scratcher decides to make a “cool game”, and wants to make an event that only works on clones. “well how the which do I do it?”, he asks. well, the newest update has the fabled <is clone?> block! he puts it in an “if” c-block, and voila! he has done it!

please give me a reason not to support other than “WOrKorOuND”, because that isn't a reason not to add this. you know you want it.

hill_walker123
Scratcher
100+ posts

Extra Clone Blocks

bump?
hill_walker123
Scratcher
100+ posts

Extra Clone Blocks


yes is bump
ThatOneCoder435
Scratcher
100+ posts

Extra Clone Blocks

Support. Tired of having to recreate the “workarounds”, just want to drag the block in and be over with it.

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