This Extensions provides you with numerous new Control Blocks for controlling scripts, sprites, clones, and more!
This Block allows you to control whether Selected Hat/Event Blocks should (if already running) restart the script or wait for it to finish before running again.
This Block Resets all modified Hats/Events from the previous Block
This Block will Bind the first selected Key to the Second.
In this example, after running the Block, when 'Space' is pressed, Both Event Blocks will Run:
This Block Returns an Array of all Keys Binded to the Selected Key
This Block Resets the Keybinds of the Selected Key
This Block Resets all Keybinds
This Block returns the amount of Times it is Looped Through in a Script, For Example:
This Block will Run the Inner Code "x" amount of Times OR until a Condition is true
Similarly, this Block will Run the Inner Code for "x" Seconds OR until a Condition is true
This Block will Run the Inner Code in a Loop if a Condition is true
The Loop will stop when a Second Condition is false
This Block will Move to the Next Iteration (top of the loop script) in the Loop it is in.
This Block will Break Out of the Loop it is in.
This Block will wait until the inputted Block changes its Value
This Block will Run the Green Flag (Restarting the Project) and will continue the Script
This Block will Run Both Inner Scripts Simultaneously
If the condition is true, this Block will Run the First Inner Script, while it Runs, the Second Inner Script will also Run.
Once both Scripts Finish, the Third Inner Script will Run.
This Block will Run its Inner Script either:
This Block will Run the Blocks in the "try" Branch. If it encounters any Errors, it will Stop it and Run the "catch" Branch instead.
This Block also has a intended functionality of Running the "catch" Branch when an Error is encountered in another try catch Block
(so long as both are Active)
This Block will Each Inner Block Individually and will wait for Each to Completely Finish
This Block Run the Inner Script in a new Thread without Waiting for it to Finish
The "argument" input acts as Temporary Data (variable for example) that is only accessible to the new Thread
This Block Functions Similarly to:
The key difference is that once the Condition becomes false, the Block will stop Running and move onto the Next
These Blocks are essentially "if else" Blocks but with a Twist...
First, assign these Blocks a Custom ID, whatever you want it to be (Fun Fact: Multiple "if" & "else" Blocks can use the Same ID)
Now that the ID is setup, lets see how the Block works:
If the Condition is true, it will Run the Inner Script inside the "if" Block.
If the Condition is false, the "else" Block will Run the Inner Script whenever a Script Reaches The Block
Additionally, you are allowed to put these Blocks in different Scripts, so long as they use the same ID and the Scripts are Active it will run.
Important: These do NOT start new Threads.
Important: The "else" Block will NEVER run until an "if" Block with the same ID is ran.
Additionally, this block simply reports wether the Condition in the "if/else" Block with the same ID was true/false
These Blocks work in the same way as "messages", the Key Differences are that these Blocks can be placed Inside Scripts/By Itself and there is no menu
These Blocks work in a similar way as "Custom Blocks", the Key Difference is that the "run func" Blocks only work in the thread the function is defined in
This Block Runs the Inner Script in a Selected Sprite
You can Choose whether to wait or dont wait for the Script to Finish
This Block returns the Value of the Inputted Block (Reporter/Boolean) from the Selected Sprite
This Block Runs the Inner Script in a Selected Clone of a Sprite.
Private Variable Refers to Variables set to "for this sprite only"
This Block returns the Value of the Inputted Block (Reporter/Boolean) from the Selected Clone of a Sprite
Private Variable Refers to Variables set to "for this sprite only"
This Block will Delete the Clone it is Running in and will make the Main Sprite to run the Inner Script