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This article is a list of block workarounds, which are scripts that recreate the effect of a block without using the block. They can be used to better understand how blocks work and to recreate a block in another programming language.

Event Blocks

Block Workaround
when green flag clicked
when I receive [Scratch-StartClicked v]
. . .

Note: Only works offline in Scratch 1.x

when [timer v] > (-1) // This is a block that can not be stopped
if <<((mouse y) = [180]) and <mouse down?>> or <(clicked) = [0]>> then
set [clicked v] to [1]
. . .
when [space v] key pressed
when [timer v] > (-1) // This is a block that can not be stopped, therefore you can make a workaround that does not require the green flag to be clicked
forever
wait until <key [space v] pressed?>
. . .
when this sprite clicked
when [timer v] > (-1) // This is a block that can not be stopped, therefore you can make a workaround that does not require the green flag to be clicked
forever
  wait until <<touching [mouse-pointer v]?> and <mouse down?>> //This is not an exact workaround, because you could, first, while not touching the Sprite, hold down your mouse, then, still holding down your mouse, move it over to the sprite. This will not activate the true block but will activate this.

  . . .

or

when [timer v] > (-1) // This is a block that can not be stopped, therefore you can make a workaround that does not require the green flag to be clicked
forever
if <<mouse down> and <not<touching [mouse pointer v]>>> then
set [down? v] to [1]
wait until <not<mouse down>>
set [down? v] to [0]
end
end // This makes sure the script will not activate if you are holding down the mouse and then move it onto the sprite.

when [timer v] > (-1) // This is a block that can not be stopped, therefore you can make a workaround that does not require the green flag to be clicked
forever
if <<touching [mouse pointer v]> and <<mouse down> and <(down) = [0]>>> then
. . .
end
when [loudness v] > (10)
when gf clicked // You can not use the greater than block to work around the green flag, because the greater than block is the block you want to work around
forever
  wait until <(loudness) > (10)>
  . . .
broadcast [message v]
when gf clicked
set [broadcasted? v] to [0]
. . .
set [broadcasted? v] to [1]

when gf clicked
forever
wait until <(broadcasted?) = [1]>
. . .
set [broadcasted? v] to [0]
end

or

broadcast [broadcast v] and wait
when I receive [broadcast v]
. . . // whatever comes after the broadcast, in addition to the receive block you would have
broadcast [message v] and wait
when gf clicked
set [broadcasted? v] to [0]
set [wait v] to [0]
. . .
set [broadcasted? v] to [1]
set [wait v] to [1]
wait until <(wait) = [0]>
. . .

when gf clicked
forever
wait until <(broadcasted?) = [1]>
. . .
set [broadcasted? v] to [0]
set [wait v] to [0]
end

or

set [wait v] to [3] // however many receive blocks you have for that particular broadcast
broadcast [broadcast v]
when I receive [broadcast v]
. . .
change [wait v] by (-1) // be sure to but this right before any "stop script" blocks, too!

Control Blocks

Block Workaround
wait (1) secs
rest for <((tempo) / (60)) * (1)> beats

or

reset timer
repeat until <not <(timer) < [1]>>
// Put no blocks here.
end
// If you are using other scripts that involve the timer, this might mess them up
forever
repeat until <> // Put no boolean in the block or put a boolean that will always equals false (1=2).
. . .
end

or

when I receive [forever v]
. . .
broadcast [forever v]

or

repeat ([10^ v] of (309)
. . .
repeat (10)
set [counter v] to [0]
repeat until <(counter) = [10]>
change [counter v] by (1)
. . .
end

or

define repeatloop
. . .
change [Count v] by (1)
if <(Count) < (10)> then
repeatloop
end

set [Count v] to [0] // This is for setting it up
repeatloop
if <> then
if <. . .> then
. . .
else
// Put no blocks here.
end


or

when gf clicked
forever
wait until <. . .>
. . .
//That assumes a forever loop around the if
if <> then else
if <> then
. . .
end
if <not <>> then
. . .
end


or

define if <boolean>
if <boolean> then
. . .//whatever would be in if
stop [this script v]
end
when gf clicked
. . .
if <. . .>
. . .//whatever would be in else
//that assumes the if/else is the last block
wait until <>
repeat until < . . . >
// Put no blocks here.
end
stop [ v] this script:
wait until <> // Put no boolean in the block.

or

wait ([10^ v] of (309)) secs // Those do not actually *stop* the script, the blocks only start and don't end

or

forever
//Put no blocks here.

all:

when I receive [stop all v]
stop [other scripts in sprite v]
// It must be put in every sprite and the Stage.

Motion Blocks

Block Workaround
(direction)
([direction v] of [wanted sprite v])
(x position)
([x position v] of [wanted sprite v])
(y position)
([y position v] of [wanted sprite v])
go to [wanted sprite v]
go to x: (mouse x) y: (mouse y)
go to x: ([x position v] of [wanted sprite v]) y: ([y position v] of [wanted sprite v])
set x to: ([x position v] of [wanted sprite v])
set y to: ([y position v] of [wanted sprite v])
go to x: () y: ()
set x to (x value)
set y to (y value)

or

glide (0) secs to x: () y: ()
point towards [ v]
set [delta_x v] to (([x position v] of [wanted sprite v]) - (x position))
set [delta_y v] to (([y position v] of [wanted sprite v]) - (y position))
if<(delta_y) = [0]> then
if<(delta_x) < [0]> then
point in direction (-90 v)
else
point in direction (90 v)
end
else
if<(delta_y) < [0]> then
point in direction ((180) + ([atan v] of ((delta_x) / (delta_y))))
else
point in direction ([atan v] of ((delta_x) / (delta_y)))
end
end
point in direction (90 v)
turn cw ((90) - (direction)) degrees

or

turn ccw ((-1) * ((90) - (direction))) degrees
turn right (15) degrees
point in direction ((direction) + (15))
turn left (15) degrees
point in direction ((direction) - (15))
move (10) steps
go to x: ((x position) + (([sin v] of (direction)) * (10))) y: ((y position) + (([cos v] of (direction)) * (10)))

or

change x by (([sin v] of (direction)) * (10))
change y by (([cos v] of (direction)) * (10))
change x by (10)
set x to ((x position) + (10))
change y by (10)
set y to ((y position) + (10))
set x to (0)
change x by ((wanted x) - (x position))
change x by (((x position) * (-1)) + (wanted x))
go to x: (wanted x) y: (y position)
set y to (0)
change y by ((wanted y) - (y position))
change y by (((y position) * (-1)) + (wanted y))
go to x: (x position) y: (wanted y)

Motor Blocks

Block Workaround
turn motor on for (1) secs
motor on
wait (number) secs
motor off
turn motor off
turn motor on for (0) secs

or

set motor power (0)

Looks Blocks

Block Workaround
switch to costume [ v]
repeat until <(wanted costume #) = (costume #)>
next costume
end
next costume
switch to costume ((costume #) + (1))
switch backdrop to [ v]
repeat until <(wanted backdrop #) = (backdrop #)>
next backdrop
end
next backdrop
switch backdrop to ((backdrop #) + (1))

or

switch backdrop to [next backdrop v]
(costume #)
([costume # v] of [wanted sprite v])
(backdrop #)
([backdrop # v] of [Stage v])
(backdrop name)
([backdrop name v] of [Stage v])
say [] for () secs
say (text)
wait (amount) secs
say []
think [] for () secs
think (text)
wait (amount) secs
think []
clear graphic effects
set [color v] effect to (0)
set [fisheye v] effect to (0)
set [whirl v] effect to (0)
set [pixelate v] effect to (0)
set [mosaic v] effect to (0)
set [brightness v] effect to (0)
set [ghost v] effect to (0)
(size)
([size v] of [wanted sprite v])
change size by ()
set size to ((size) + (amount))%
set size to () %
change size by ((wanted size) - (size))
go to front
go back ((-1) * ([10^ v] of (309))) layers
hide
set [ghost v] effect to (100)

or

switch costume to [invisible costume v] 

Sound Blocks

Block Workaround
play sound [ v]
. . .
broadcast [continue script v]
play sound [wanted sound v] until done

when I receive [continue script v]
. . .
play sound [ v] until done
play sound [wanted sound v]
wait (length of sound) secs
rest for () beats
 wait (((60) / (tempo)) * (beats)) secs
change volume by ()
set volume to ((volume) + (amount))%
set volume to () %
change volume by ((amount) - (volume))
(volume)
([volume v] of [wanted sprite v])
change tempo by ()
set tempo to ((tempo) + (amount)) bpm
set tempo to () bpm
change tempo by ((amount) - (tempo))

Operators Blocks

Block Workaround
(() + ())
((a) - ((b) * (-1)))

or

((a) - ((0) - (b)))

or

set [answer v] to (a)
change [answer v] by (b)
(() - ())
((a) + ((b) * (-1)))

or

((a) + ((b) / (-1)))

or

((a) + (join [-](b)))

or

set [answer v] to ()
change [answer v] by ((-1) * ())

The third workarounds only works with positive b; --3 for example is evaluated by Scratch to be 0.

(() * ())
delete (all v) of [num1 numbers v] //setup
delete (all v) of [num2 numbers v]
delete (all v) of [product digits v]
set [product v] to [0]
set [dec pos 1 v] to [0]
set [dec pos 2 v] to [0]
if <(answer) < [0]> then
set [count v] to [1]
set [no 1 negative v] to [y]
else
set [count v] to [0]
set [no 1 negative v] to [n]
end
repeat (length of ())
change [count v] by (1)
if <not <(letter (count) of ()) = [.]>> then
add (letter (count) of ()) to [num1 numbers v]
else
set [dec pos 1 v] to ((length of (answer)) - (count))
end
end
if <() < [0]> then
set [count v] to [1]
set [no 2 negative v] to [y]
else
set [count v] to [0]
set [no 2 negative v] to [n]
end
repeat (length of ())
change [count v] by (1)
if <not <(letter (count) of ()) = [.]>> then
add (letter (count) of ()) to [num2 numbers v]
else
set [dec pos 2 v] to ((length of (answer)) - (count))
end
end
set [num1 v] to (num1 numbers)
set [num2 v] to (num2 numbers)
repeat (num1) //start
change [product v] by (num2)
end
set [decimal position v] to ((dec pos 1) + (dec pos 2))
set [count v] to [0]
repeat (length of (product))
change [count v] by (1)
add (letter (count) of (product)) to [product digits v]
end
if <not <(decimal position) = [0]>> then
insert [.] at ((length of [product digits v]) - ((decimal position) - (1))) of [product digits v]
end
if <<<(no 1 negative) = [y]> or <(no 2 negative) = [y]>> and <not <<(no 1 negative) = [y]> and <(no 2 negative) = [y]>>>> then
insert [-] at (1 v) of [product digits v]
end
set [product v] to (product digits)

or

((a) / ((1) / (b))) // the product of "a" and "b" 

or

if <(a) < [0]> then
repeat ([abs v] of (a))
change [product v] by ((0) - (b))
end
else
set [product v] to [0]
repeat (a)
change [product v] by (b)
end
end
(() / ())
delete (all v) of [dividend digits v]
delete (all v) of [quotient v]
set [divident dev v] to [0]
set [dividend v] to ()
set [divisor v] to ([abs v] of ())
set [no2 neg v] to <() < [0] >
if <(dividend) < [0] > then
   set [count v] to [1]
else
   set [count v] to [0]
end
set [no1 neg v] to <(dividend) < [0] >
repeat (length of (dividend))
   change [count v] by (1)
   if <(letter (count) of (dividend)) = [.]> then
      set [dividend dec v] to ((length of (dividend)) - (count))
   else
      add (letter (count) of (dividend)) to [dividend digits v]
   end
end
repeat ((10) - (dividend dec))
   add [0] to [dividend digits v]
end
if <(round (divisor)) = (divisor)> then
   set [dec pos v] to [0]
else
   set [count v] to [0]
   repeat until <(letter (count) of (dividend)) = [.]>
      change [count v] by (1)
   end
   set [dec pos v] to ((length of (divisor)) - (count))
   set [dividend v] to ((dividend) * ([10^ v] of (dec pos)))
   set [divisor v] to (round ((divisor) * ([10^ v] of (dec pos))))
end
set [count v] to [0]
set [currently solving v] to [] //That's an empty input, not a space.
repeat (length of [dividend digits v])
   change [count v] by (1)
   set [currently solving v] to (join (currently solving) (item (count) of [dividend digits v]))
   set [times v] to [9]
   repeat until <((divisor) * (times)) < ((currently solving) + (1))>
      change [times v] by (-1)
   add [times v] to [quotient v]
   set [currently solving v] to ((currently solving) - ((divisor) * (times)))
end
insert [.] at ((length of [quotient v]) - (8)) of [quotient v]
repeat until <not <<(item (last v) of [quotient v]) = [.]> or <<<(item (last v) of [quotient v]) = [0]> and <(round (quotient)) = (quotient)>> and <[quotient v] contains [.]>>>>
   delete (last v) of [quotient v]
repeat until <<not <(item (1 v) of [quotient v]) = [0]>> or <(item (2 v) of [quotient v]) = [.]>>
   delete (1 v) of [quotient v]

or

if <(b) < (0)> then
  set [result v] to (((a) * ([e^ v] of ((-1) * ([ln v] of ((-1) * (b)))))) * (-1))
else
  set [result v] to ((a) * ([e^ v] of ((-1) * ([ln v] of (b)))))
end
([] > [])
<<not <(a) < (b)>> and <not <(a) = (b)>>>
([] < [])
<<not <(a) > (b)>> and <not <(a) = (b)>>>
([] = [])
<<not <(a) < (b)>> and <not <(a) > (b)>>>

or

delete (all v) of [list v] //case sensitive
add (a) to [list v]
if <[list v] contains (b)> then
  . . .
end
<<> and <>>
if <condition 1> then
if <condition 2> then
. . .
end
end

or

<not <<not <condition 1>> or <not <condition 2>>>>

or

set [nope v] to [0]
repeat until <(nope) = [1]>
. . . // your block here, C-blocks loop inside
if <> then
set [nope v] to [1]
end // this surprisingly works for all current boolean-accepting blocks

or

if <> then
if <> then
set [return v] to [true]
else
set [return v] to [false]
end
else
set [return v] to [false]
<<> or <>>
if <condition 1> then
. . .
else
if <condition 2> then
. . .
end
end

or

<not <<not <condition 1>> and <not <condition 2>>>>

or

if <> then
set [return v] to [true]
else
if <> then
set [return v] to [true]
else
set [return v] to [false
<not <>>
<(. . .) = [false]>

or

if <> then
//Put no blocks here.
else
. . .
(join [][])
set [count v] to [0]
set [final v] to []
repeat (length of (a)) // a is the first input
change [count v] by (1)
add (letter (count) of (a)) to [final v]
end
set [count v] to (0)
repeat (length of (b)) // b is the second input
change [count v] by (1)
add (letter (count) of (b)) to [final v]
end
set [final v] to (final) // This is the final string

or

// this only works if they're both whole numbers and b is positive
set [return v] to []
repeat (length of ())
set [return v] to ((return) * (10))
end
change [return v] by ()
(letter (1) of [])
// Only works for whole numbers and the letter you're looking for must be 1
if <[] > [0]
set [return v] to []
repeat ((length of ()) - (1))
set [return v] to ([floor v] of ((return) / (10)))
end
else
set [return v] to [-]
end
// all that's needed is a way to cut off the front digits.
(length of ())
set [return v] to [1]
repeat until <(letter ((return) + (1)) of ()) = []>
change [return v] by (1)
end
(() mod ())
if <(round ((a) / (b))) > ((a) / (b))> then
set [remainder v] to ((a) - ((round (((a) / (b)) - (0.5))) * (b)))
else
set [remainder v] to ((a) - ((round ((a) / (b))) * (b)))
end
(round ())
set [report v] to []
set [count v] to [1]
repeat until <<(letter (count) of (num)) = [.]> or <(count) = (length of (num))>>
set [report v] to (join (report) (letter (count) of (num)))
change [count v] by (1)
end
if <<(letter (count) of (num)) = [.]> and <(letter ((count) + (1)) of (num)) > (4)>> then
change [report v] by (1)
end

or

set [return v] to [0]
set [b v] to []
repeat until <([abs v] of (b)) < (1)>
if <[] < [0]> then
change [return v] by (1)
change [b v] by (-1)
else
change [return v] by (-1)
change [b v] by (1)
end
end

or

define round (#)
set [count v] to [1]
repeat until <(letter (count) of (#))=[.]
change [count v] by [1]
end
change [count v] by [1]
if <(letter (count) of (#))=[5]> then
set [round v] to ([ceiling v] of (#))
else
if <(letter (count) of (#))>[5]> then
set [round v] to ([ceiling v] of (#))
else
if <(letter (count) of (#))<[5]> then
set [round v] to ([floor v] of (#)
end
end
end
([10^ v] of ())

abs (absolute value):

set [output v] to (number)
if<(output) < (0)> then
set [output v] to ((-1) * (output))
end

or

set [output v] to (([sqrt v] of ((input) * (input))) + (0))

sqrt (square root):

set [output v] to (input)
repeat until <(output) = (input)>
set [output v] to ((((output) * (output)) + (input)) / ((2) * (output)))
end

or

set [output v] to ([e^ v] of ((0.5) * ([ln v] of (input))))

ln (natural log):

set [output v] to (([log v] of (input)) / ([log v] of ([e^ v] of (1))))

e^:

set [output v] to ([10^ v] of ((input) * (2.718281828459)))

log (base 10):

set [output v] to (([ln v] of (input)) / ([ln v] of (10)))

10^:

set [output v] to ([e^ v] of ((input) * ([ln v] of (10))))

floor:

set [output v] to (round ((input) - (.5)))

ceil:

set [output v] to (round ((input) + (.49999999)))

sin:

set [output v] to ([cos v]  of ((90) - (input)))

cos:

set [output v] to ([sin v]  of ((90) - (input)))

tan:

set [output v] to (([sin v] of (input)) / ([cos v] of (input)))

Pen Blocks

Block Workaround

stamp

set [stamping? v] to [true]
create clone of [myself v]
set [stamping? v] to [false]

when I start as a clone // and any other hat blocks
if <(stamping?) = [true]>
stop [this script v]
end

// Note: Will contribute to the 300 clone limit and also will be removed with "delete this clone" blocks

Sensing Blocks

Block Workaround
ask [] and wait
say (question)
delete (all v) of [answer v]
set [count v] to [0]
repeat until <<touching [mouse-pointer v]?> and <mouse down?>>
if <key [a v] pressed?> then
change [count v] by (1)
insert [A] at (count) of [answer v]
end
if <key [b v] pressed?> then
change [count v] by (1)
insert [B] at (count) of [answer v]
end
if <key [c v] pressed?> then
change [count v] by (1)
insert [C] at (count) of [answer v]
end
if <key [d v] pressed?> then
change [count v] by (1)
insert [D] at (count) of [answer v]
end
if <key [e v] pressed?> then
change [count v] by (1)
insert [E] at (count) of [answer v]
end
if <key [f v] pressed?> then
change [count v] by (1)
insert [F] at (count) of [answer v]
end
if <key [g v] pressed?> then
change [count v] by (1)
insert [G] at (count) of [answer v]
end
if <key [h v] pressed?> then
change [count v] by (1)
insert [H] at (count) of [answer v]
end
if <key [i v] pressed?> then
change [count v] by (1)
insert [I] at (count) of [answer v]
end
if <key [j v] pressed?> then
change [count v] by (1)
insert [J] at (count) of [answer v]
end
if <key [k v] pressed?> then
change [count v] by (1)
insert [K] at (count) of [answer v]
end
if <key [l v] pressed?> then
change [count v] by (1)
insert [L] at (count) of [answer v]
end
if <key [m v] pressed?> then
change [count v] by (1)
insert [M] at (count) of [answer v]
end
if <key [n v] pressed?> then
change [count v] by (1)
insert [N] at (count) of [answer v]
end
if <key [o v] pressed?> then
change [count v] by (1)
insert [O] at (count) of [answer v]
end
if <key [p v] pressed?> then
change [count v] by (1)
insert [P] at (count) of [answer v]
end
if <key [q v] pressed?> then
change [count v] by (1)
insert [Q] at (count) of [answer v]
end
if <key [r v] pressed?> then
change [count v] by (1)
insert [R] at (count) of [answer v]
end
if <key [s v] pressed?> then
change [count v] by (1)
insert [S] at (count) of [answer v]
end
if <key [t v] pressed?> then
change [count v] by (1)
insert [T] at (count) of [answer v]
end
if <key [u v] pressed?> then
change [count v] by (1)
insert [U] at (count) of [answer v]
end
if <key [v v] pressed?> then
change [count v] by (1)
insert [V] at (count) of [answer v]
end
if <key [w v] pressed?> then
change [count v] by (1)
insert [W] at (count) of [answer v]
end
if <key [x v] pressed?> then
change [count v] by (1)
insert [X] at (count) of [answer v]
end
if <key [y v] pressed?> then
change [count v] by (1)
insert [Y] at (count) of [answer v]
end
if <key [z v] pressed?> then
change [count v] by (1)
insert [Z] at (count) of [answer v]
end
if <key [0 v] pressed?> then
change [count v] by (1)
insert [0] at (count) of [answer v]
end
if <key [1 v] pressed?> then
change [count v] by (1)
insert [1] at (count) of [answer v]
end
if <key [2 v] pressed?> then
change [count v] by (1)
insert [2] at (count) of [answer v]
end
if <key [3 v] pressed?> then
change [count v] by (1)
insert [3] at (count) of [answer v]
end
if <key [4 v] pressed?> then
change [count v] by (1)
insert [4] at (count) of [answer v]
end
if <key [5 v] pressed?> then
change [count v] by (1)
insert [5] at (count) of [answer v]
end
if <key [6 v] pressed?> then
change [count v] by (1)
insert [6] at (count) of [answer v]
end
if <key [7 v] pressed?> then
change [count v] by (1)
insert [7] at (count) of [answer v]
end
if <key [8 v] pressed?> then
change [count v] by (1)
insert [8] at (count) of [answer v]
end
if <key [9 v] pressed?> then
change [count v] by (1)
insert [9] at (count) of [answer v]
end
if <key [right arrow v] pressed?> then
change [count v] by (1)
end
if <key [left arrow v] pressed?> then
change [count v] by (-1)
end
if <key [space v] pressed?> then
change [count v] by (1)
insert [] at (count) of [answer v]
end
wait (0.001) secs
end
(distance to [sprite v])
([sqrt v] of (((([x position v] of [wanted sprite v]) - (x position)) * (([x position v] of [wanted sprite v]) - (x position))) + ((([y position v] of [wanted sprite v]) - (y position)) * (([y position v] of [wanted sprite v]) - (y position)))))
(mouse x)
forever
 go to [mouse-pointer v]
 set [Mouse Position v] to (x position)
(mouse y)
forever
 go to [mouse-pointer v]
 set [Mouse Position v] to (y position)
(days since 2000)

Where d = days since 2000:

set [d v] to ((((367) * (year)) - ([floor v] of (((7) * ((year) + ([floor v] of (((month) + (9)) / (12))))) / (4)))) + ((([floor v] of (((275) * (month)) / (9))) + (day)) - (730530)))
if <(d) < [-36435]> then
    change [d v] by (1)
end
if <(d) < [-72990]> then
    change [d v] by (1)
end
if <(d) > [36585]> then
    change [d v] by (-1)
end
change [d v] by (-1)

Correct from 1800-2199.

PicoBoard Blocks

Block Workaround
<sensor [A connected? v]
<([resistance A v] sensor value) < [10]>//resistance A through D

Data Blocks

Variables Blocks

Block Workaround
(variable)
([public variable v] of [Stage v])
([personal variable v] of [Sprite1 v])
set [ v] to ()
change [variable v] by (((variable) * (-1)) + (amount))

Note: Only works with numbers.

change [ v] by ()
set [variable v] to ((variable) + (amount))

List Blocks

Block Workaround
(list) // category=lists
set [count v] to [0]
set [all are 1 v] to [true]
repeat until <<(all are 1) = [false]> or <(count) > (length of [list v])>>
change [count v] by (1)
if <(length of (item (count) of [list v])) > [1]> then
set [all are 1 v] to [false]
end
end
if <(all are 1) = [true]> then
set [report v] to []
set [count v] to [0]
repeat (length of [list v])
change [count v] by (1)
set [report v] to (join (report) (item (count) of [list v]))
end
else
set [report v] to (item (1 v) of [list v])
set [count v] to [1]
repeat ((length of [list v]) - (1))
change [count v] by (1)
set [report v] to (join (report) (join [] (item (count) of [list v])))
end
end
replace item (0 v) of [ v] with []
delete (position) of [List v]
insert (item) at (position) of [List v]
([ v] contains [])
set [report v] to [false]
set [count v] to [0]
repeat (length of [list v])
change [count v] by (1)
if <(item (count) of [list v]) = (thing)> then
set [report v] to [true]
stop script
end
end
(length of [list v])
(length of (list))
add [] to [ v]
insert [thing] at (last v) of [List v]

Removed Blocks

Block Workaround
start scene [scene1 v]//category=control
broadcast [scene1 v]
When () is True
when gf clicked
forever
  if <. . .>
    . . .
  end
end
forever if <>
forever
if <. . .> then
. . .
end
All at Once
define all at once // run without screen refresh
. . .
create clone // category=control
create clone of [myself v]
change costume by (1) // category=looks
switch costume to ((costume #) + (1))
change background by (1) // category=looks
switch backdrop to ((backdrop #) + (1))
say nothing // category=looks
say []

or

think []
hide all sprites // category=looks
broadcast [hide all sprites v]

and

when I receive [hide all sprites v] // put this in every sprite
hide
stamp transparent (50) // category=pen
set [ghost v] effect to (...)
stamp
set [ghost v] effect to (0)
(abs ()) // category=operators
([abs v] of ())

or see Operators Blocks

(sqrt ()) // category=operators
([sqrt v] of ())

or see Operators Blocks

<loud?>
<(loudness) > [30]>
Scratch Days
((days since 2000) - (2692))
(user id)
when gf clicked
if <not <[☁ users v] contains (username)>> then
 add (username) to [☁ users v]
end
repeat until <(item (check user id) of [☁ users v]) = (username)>
 change [check user id v] by (1)
end

then use

say (join [Your User ID is ] (check user id))

or

if <(check user id) = [insert User ID number you want here]>
 . . .
end

depending on what you want to make.

Note Note: This will not work until cloud lists are added.
Comment
//Right Click anywhere on scripts area -> "add comment"

Experimental Blocks

Block Workaround
(camera motion)
(video [motion v] on [this sprite v])
(camera direction)
(video [direction v] on [this sprite v])
(counter)
(counter) // Using a variable
incr counter // category=control
change [counter v] by (1)
clear counter // category=control
set [counter v] to [0]
While ()
repeat until <not <. . .>>
. . .
end
For Each () in ()
set [i v] to [0]
repeat (...)
change [i v] by (1)
. . .
end

Non-Existent Blocks

Block Workaround
<[ v] received?> // category=events
when I receive [something v]
set [something received v] to [true]
. . .
set [something received v] to [false]

or

when I receive [something v]
set [something received v] to [true]
wait (0.5) secs
set [something received v] to [false]

then

if <(something received) = [true]> then
. . .

The reason this is not existent is for too much ambiguity. The two above is a workaround for the version when the message is done running and/or where it is only "true" for half a second. Below is one that is true if it was received it since the green flag was clicked.

when gf clicked
set [something received v] to [false]

when I receive [something v]
set [something received v] to [true]

and then simply use

<(something received) = [true]>

as the block you want to work around. Below is one that returns false when another broadcast is received

when I receive [EVERYOTHERBROADCAST (duplicate and replace) v]
set [something received v] to [false]

and the variable is the same. There is one more thing you can do, since the project was created, but you'll need to be a Scratcher in order to use it. Delete the first block on the second workaround, and make the variable a cloud variable

stop [all and press green flag v]
broadcast [Scratch-StartClicked v]

Note: Only works offline in Scratch 1.x

Repeat () Secs
reset timer
repeat until <(timer) > [1]>
. . .
end

or

set [timer offset v] to ((timer) + (1))
repeat until <(timer) > (timer offset)>
. . .
end
Spawn
when I receive [Spawn v]
. . .

broadcast [Spawn v]
<clone?> // category=control
when I start as a clone
set [clone? v] to [true] // create a variable for this sprite only, non-clones are set to false

or

set [clone? v] to [true]
create clone of [myself v]
set [clone? v] to [false]
change by x: () y: () // category=motion
go to x: ((x position) + (X)) y: ((y position) + (Y))

or

change x by (X)
change y by (Y)
glide () secs by x: () y: () // category=motion
glide (seconds) secs to x: ((x position) + (X)) y: ((y position) + (Y))
glide () secs () steps // category=motion
glide (seconds) secs to x: ((x position) + (([sin v] of (direction)) * (steps))) y: ((y position) + (([cos v] of (direction)) * (steps)))
point towards x: () y: () // category=motion
point in direction (([atan v] of (((X) - (x position)) / ((Y) - (y position)))) + (<(y position) > (Y)> * (180)))
(distance to x: () y: ()) // category=sensing
([sqrt v] of ((((x position) - (wanted x)) * ((x position) - (wanted x))) + (((y position) - (wanted y)) * ((y position) - (wanted y)))))
<ask in progress?> // category=sensing
set [ask in progress? v] to [true]
ask [...] and wait
set [ask in progress? v] to [false]
<sprite clicked?> // category=sensing
when this sprite clicked
set [sprite clicked? v] to [true]
wait until <not <<mouse down?> and <touching [mouse-pointer v]?>>>
set [sprite clicked? v] to [false]
show all sprites // category=looks
broadcast [show all sprites v]

and

when I receive [show all sprites v] // put this in every sprite
show
previous costume // category=looks
switch costume to ((costume #) - (1))
previous backdrop // category=looks
switch backdrop to ((backdrop #) - (1))

or

switch backdrop to [previous backdrop v]
(costume name) // category=looks
([costume name v] of [wanted sprite v])
go to back // category=looks
go back ([10 ^ v] of (309)) layers
(() ^ ()) // category=operators
([10 ^ v] of ((power) * ([log v] of (base))))

or

([e ^ v] of ((power) * ([ln v] of (base))))
Note Note: These will not work for negative bases (such as trying to compute (-2)5.
<true>
<not <>> // Put no boolean in the not block.

or

<[0] = [0]> // Same input on both slots.
<false>
<not <not <>>> // Put no boolean in the second not block.

or

<<> and <>> // Put no booleans in the and block.

or

<<> or <>> // Put no booleans in the or block.

or

<[0] = [1]>
<[] ≠ []> // category=operators
<not <[] = []>>
<[] ≥ []> // category=operators
<not <[] < []>>

or

<<(input 1) > (input 2)> or <(input 1) = (input 2)>>
<[] ≤ []> // category=operators
<not <[] > []>>

or

<<(input 1) < (input 2)> or <(input 1) = (input 2)>>
(if <> then [] else []) // category=operators
if <condition> then
set [report v] to (true)
else
set [report v] to (false)

or

(((true) * <condition>) + ((false) * <not <condition>>))
Note Note: Only works with numbers. If you want to use strings, use the first one above.
(letters () through () of []) // category=operators
set [report v] to []
set [count v] to (a) // a is the first letter
repeat until <(count) = ((b) + (1))> // b is the last letter
set [report v] to (join (report) (letter (count) of (text)))
change [count v] by (1)
end
(digit () of ()) // category=operators
(([floor v] of ((number) / ([10 ^ v] of (([floor v] of (digit)) - (1))))) mod (10))
(round () to the nearest ()) // category=operators
((round ((round what) / (to the nearest))) * (to the nearest))

or

((round ((number) * ([10^ v] of (number of places)))) / ([10^ v] of (number of places)))
([ v] effect) // category=looks
forever
set [color v] effect to (effect)
<sound [ v] playing?> // category=sound
set [playing v] to [true]
play sound [wanted sound v] until done
set [playing v] to [false]
play sound [ v] for (1) beats // category=sound
play sound [wanted sound v]
rest for (1) beats
stop all sounds
(instrument) // category=sound
forever
set instrument to (instrument)
change item (1 v) of [ v] by (1) // category=list
replace item (1 v) of [wanted list v] with ((item (1 v) of [wanted list v]) + (1))
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