< User:Angelblade

This page is full of Scripts for scratchers who need help.



Pokederp

when green flag clicked
forever
if <touching [#FF0000]> then
go to x:(34) y:(44) // Set this to the starting position of the level
end
end

If the starting position for each level is different, use this script.

when green flag clicked
forever
if <(backdrop name) = (level1)> then // Set this to what ever backdrop you choose
if<touching [#FF0000]> then
go to x:(34) y:(44) // Set this to the starting position of the level
end
end

SteamPunkZ

when [right arrow v] key pressed //This is an easier script for animation
switch costume to [stand v]
wait (0.1) secs
forever
next costume
move (10) steps //This will make the sprite move forward
wait (0.1) secs
end

You can edit the parameters on this page to fit your project.

Planeguy


I think you should set that if each sprite is clicked, it adds 1 to a variable and if the section is not receiving any power, it should take away from the variable.
For example, in the S1 Signal ON-OFF sprite,

if <(costume#) = (1)> then
change [power usage v] by (1)
else
change [power usage v] by (-1)
end

You would do this in every signal sprite Then, in the background script use,

if <(power usage) = (1)> then
set [Power Usage v] to (pick random (...) to (...) // The parameters in the pick random block can be made to fit your project
end

And so on for every number up to 8.

thearcheaologist

Here is the code you wanted

when green flag clicked
switch costume to [costume 1 v]
define previous costume
switch costume to ((costume #) - (1))
when [left v] key pressed
if <(costume #) > (1)> then
previous costume
end
when [right v] key pressed
if <(costume #) < (5)> then
next costume
end

lolman67

Put this script in sprite 1

when green flag clicked //From the start
forever //as long as the script is running
if <touching [Sprite 2 v]> then
stop [all v] //This freezes the game
end
end

edward789121

Here is the fix you need. You had it so that forever the costume would be costume one.

when green flag clicked
clear //clears everything they may have drawn before restart of project
switch costume to [costume 1 v] // Starts at costume 1
forever
change [color v] effect by (25)
go to x:(mouse x) y:(mouse y)
stamp
end
when [space v] key pressed
next costume

You must remember that the forever block makes everything inside of it occur until the stop button is pressed.

shaddup

First of all, you should make the guns a bit smaller. Second, you should change the size of the sprite so they are a bit smaller, but make sure that they are a reasonable size. Scale it with the bullet. Third, Change the Scripts of the cat sprite to this for a more realistic game play. You can make the background suit your theme. (Sample Script for player 1)

when green flag clicked
go to x:(...) y:(...)
forever
if <(player 2 health) = (0)> then
switch backdrop to [backdrop 2 v]
end
end

Only program the left and right arrow keys for platforming-like experience

when [right arrow v] key pressed
switch costume to [cat1 v]
move (10) steps

when [left arrow v] key pressed
switch costume to [cat2 v]
move (-10) steps

And then for restarting

when [r v] key pressed
switch backdrop to [backdrop1 v]

If you need any questions, ask me.

GapoT

So here is the script I figured out.

when green flag clicked
forever
if <<(Zombie Health) = (0)> or <(Zombie Health) < (0)>> then
//have it do whatever u want it to do
end
end
this help?