Thanks to @HAL95131 for the initial workaround. There's a bug in that implementation which fails the intended behavior. "after this sprite is dragged" is supposed to not respond to a drag which starts somewhere else and happens to pass over the sprite (during the drag). You can verify that the original solution doesn't work by putting a "play sound" block into the response, or "change color effect", etc. My only significant changes are: 1. put "wait until NOT mouse down" at the end, so that we only respond at the initial moment that the mouse is pressed down, and not again while the drag is occurring 2. get rid of duplicate "if (mouse down and…)" when testing "if (touching mouse pointer)" because that's already guaranteed true by the preceding "wait until (mouse down)" I also changed the example to use motion blocks to demonstrate that the new workaround works, and to be more similar to the example that @Tubeonscratch gave. That means that the "if (x position > 0)" is part of what's supposed to happen "after this sprite is dragged". If you wanted something else to happen _unconditionally_ after the sprite is dragged, you'd get rid of that "if" block. This is for @Tubeonscratch's suggestion: https://scratch.mit.edu/discuss/topic/905764/ Suggestion 80: after this sprite is dragged