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Commands

– Ripped directly from Katnip repo –

  • Format: 
  • useName:opCode:type:inputName1,inputName2, ...
  • types:
    • hat (top of stack),
    • reporter (fits inside parameters),
    • c (envelops code),
    • stack (block that fits into stack),
    • cap (ends stack)
  • { } are used to denote options, seperated by ";". "..." denotes that other options are allowed to be put in
  • () after an i.input, is used to denote a menu; meaning i.input takes in that menu as a part by default

⚙️ INTERNAL

goto_menu: motion_goto_menu: f.to {random;mouse;... }
glideto_menu: motion_glideto_menu: f.to {random;mouse;... }
point_towards_menu: motion_pointtowards_menu: f.towards {random;mouse;... }
costume_menu: looks_costume: f.costume {... }
backdrop_menu: looks_backdrops: f.backdrop {... }
sound_menu: sound_sounds_menu: f.sound_menu {... }
clone_menu: control_create_clone_of_menu: f.clone_option
touching_menu: sensing_touchingobjectmenu: f.touchingobjectmenu
distance_menu: sensing_distancetomenu: f.distancetomenu
key_menu: sensing_keyoptions: f.key_option
sensingobj_menu: sensing_of_object_menu: f.object
pen_menu: pen_menu_colorParam: f.colorParam

💙 MOTION

move: motion_movesteps: i.steps
turn: motion_turnright: i.degrees
gotoXY: motion_gotoxy: i.x,i.y
goto: motion_goto: i.to(goto_menu)
glideXY: motion_glidesecstoxy: i.secs,i.x,i.y
glideto: motion_glideto: i.secs,i.to(glideto_menu)
point: motion_pointindirection: i.direction
pointTo: motion_pointtowards: i.towards(point_towards_menu)
changeX: motion_changexby: i.dx
setX: motion_setx: i.x
changeY: motion_changeyby: i.dy
setY: motion_sety: i.y
edgeBounce: motion_ifonedgebounce:
rotationStyle: motion_setrotationstyle: f.style {left-right;don't rotate;all around }
xPos: motion_xposition:
yPos: motion_yposition:
direction: motion_direction:

💜 LOOKS

timeSay: looks_sayforsecs: i.message,i.secs
say: looks_say: i.message
timeThink: looks_thinkforsecs: i.message,i.secs
think: looks_think: i.message
switchCostume: looks_switchcostumeto: i.costume(costume_menu)
nextCostume: looks_nextcostume:
switchBackdrop: looks_switchbackdropto: i.costume(backdrop_menu)
nextBackdrop: looks_nextbackdrop:
changeSize: looks_changesizeby: i.change
setSize: looks_setsizeto: i.size
changeFx: looks_changeeffectby: f.effect {color;fisheye;whirl;... },i.change
setFx: looks_seteffectto: f.effect {... },i.value
clearFx: looks_cleargraphiceffects:
show: looks_show:
hide: looks_hide:
goToLayer: looks_gotofrontback: f.front_back {front;back }
changeLayer: looks_goforwardbackwardlayers: f.forward_backward {... },num
getCostume: looks_costumenumbername: f.number_name {number;name }
getBackdrop: looks_backdropnumbername: f.number_name {... }
size: looks_size:

💗 SOUND

play: sound_play: i.sound_menu(sound_menu)
playWait: sound_playuntildone: i.sound_menu(sound_menu)
stopSounds: sound_stopallsounds:
changeSoundFx: sound_changeeffectby: i.effect {pitch;pan left/right },i.value
setSoundFx: sound_seteffectto: i.effect {... },i.value
clearSoundFx: sound_cleareffects:
changeVolume: sound_changevolumeby: i.volume
setVolume: sound_setvolumeto: i.volume
volume: sound_volume:

💛 EVENTS

whenFlag: event_whenflagclicked:
whenKey: event_whenkeypressed: f.key_option {... }
whenSpriteClicked: event_whenthisspriteclicked:
whenBackdropSwitch: event_whenbackdropswitchesto: f.backdrop {... }
whenGreater: event_whengreaterthan: f.whengreaterthanmenu {... },i.value
whenBroadcast: event_whenbroadcastreceived: f.broadcast_option {... }
whenTouching: event_whentouchingobject: i.touchingobjectmenu(touching_menu)
sendBroadcast: event_broadcast: i.broadcast_input
sendBroadcastWait: event_broadcastandwait: i.broadcast_input

🧡 CONTROL

wait: control_wait: i.duration
repeat: control_repeat: i.times,i.substack
forever: control_forever: i.substack
if: control_if: i.condition[bool],i.substack
ifElse: control_if_else: i.condition[bool],i.substack,i.substack2
waitUntil: control_wait_until: i.condition[bool]
repeatUntil: control_repeat_until: i.condition[bool],i.substack
stop: control_stop: f.stop_option {all;this script;other scripts in sprite }
whenCloneStart: control_start_as_clone:
createClone: control_create_clone_of: i.clone_option(clone_menu)
deleteClone: control_delete_this_clone:
while: control_while: i.condition,i.substack
for: control_for_each: f.variable,i.value,i.substack
allAtOnce: control_all_at_once: i.substack
counter: control_get_counter:
clearCounter: control_clear_counter:
incrCounter: control_incr_counter:

🟦 SENSING

touching: sensing_touchingobject: i.touchingobjectmenu(touching_menu)
touchingClr: sensing_touchingcolor: i.color
clrTouchingClr: sensing_coloristouchingcolor: i.color,i.color2
distanceto: sensing_distanceto: i.distancetomenu(distance_menu)
ask: sensing_askandwait: i.question
answer: sensing_answer:
keypressed: sensing_keypressed: i.key_option(key_menu)
mouse: sensing_mousedown:
mouseX: sensing_mousex:
mouseY: sensing_mousey:
setdragmode: sensing_setdragmode: f.drag_mode {draggable;not draggable }
loudness: sensing_loudness:
timer: sensing_timer:
resetTime: sensing_resettimer:
getAttribute: sensing_of: f.property {... },i.object(sensingobj_menu)
current: sensing_current: f.currentmenu {... }
dayssince2000: sensing_dayssince2000:
username: sensing_username:

🟩 OPERATORS

add: operator_add: i.num1,i.num2
subtract: operator_subtract: i.num1,i.num2
multiply: operator_multiply: i.num1,i.num2
divide: operator_divide: i.num1,i.num2
random: operator_random: i.from,i.to
lt: operator_lt: i.operand1,i.operand2
equals: operator_equals: i.operand1,i.operand2
gt: operator_gt: i.operand1,i.operand2
and: operator_and: i.operand1[bool],i.operand2[bool]
or: operator_or: i.operand1[bool],i.operand2[bool]
not: operator_not: i.operand[bool]
join: operator_join: i.string1,i.string2
getLetter: operator_letter_of: i.letter,i.string
length: operator_length: i.string
contains: operator_contains: i.string1,i.string2
mod: operator_mod: i.num1,i.num2
round: operator_round: i.num
mathop: operator_mathop: f.operator {... },i.num

🟧 VARIABLES

varset: data_setvariableto: f.variable {... },i.value
varchange: data_changevariableby: f.variable {... },i.value
varshow: data_showvariable: f.variable {... }
varhide: data_hidevariable: f.variable {... }

🟧 LISTS

listAdd: data_addtolist: f.list,i.item
listDelete: data_deleteoflist: f.list,i.index
listDeleteAll: data_deletealloflist: f.list
listInsert: data_insertatlist: f.list,i.index,i.item
listReplace: data_replaceitemoflist: f.list,i.index,i.item
getItem: data_itemoflist: f.list,i.index
getItemNum: data_itemnumoflist: f.list,i.item
listLength: data_lengthoflist: f.list
listContains: data_listcontainsitem: f.list,i.item
listShow: data_showlist: f.list
listHide: data_hidelist: f.list

🟥 MY BLOCKS

funcargbool: argument_reporter_boolean: f.value
funcargexp: argument_reporter_string_number: f.value

🖊️ PEN

penClear: pen_clear:
stamp: pen_stamp:
penDown: pen_penDown:
penUp: pen_penUp:
hexPen: pen_setPenColorToColor: i.color
changePen: pen_changePenColorParamBy: i.color_param {... },i.value
setPen: pen_setPenColorParamTo: i.color_param(pen_menu),i.value
changePenSize: pen_changePenSizeBy: i.size
setPenSize: pen_setPenSizeTo: i.size
setPenShade: pen_setPenShadeToNumber: i.shade
changePenShade: pen_changePenShadeBy: i.shade