Randomizing Cloned Monsters

DrCarter
09 Jul 2017, 04:28I was browsing through the forum a while ago and remember seeing something on giving persistent attributes to a clone until its removed, but I can't find the post. I was wondering how one would go about doing something like that. ex:
A goblin is cloned and sent to fight the player, in it's look description it can be called on of these {short:tall:fat:gross:etc}
and when one is picked, it sticks as the monsters attribute, even when another clone is created. I know theres the method with text processing, but that breaks down for me after I try to use more than one random element. Is there a way to do this with attributes and variables? I do most of my work out of the GUI.

Doctor Agon
09 Jul 2017, 06:12hi, try these links
http://textadventures.co.uk/forum/quest/topic/oebhzjrblk__2hlmm2jx3w/cloned-objects-in-combat-help-fixed
http://textadventures.co.uk/forum/quest/topic/asb8ymsavuegh6cy_n5seg/even-more-complex-character-descriptions
http://textadventures.co.uk/forum/quest/topic/1ioy9efmzkorouddlqkhfg/random-monsters-in-turn-based-events
http://docs.textadventures.co.uk/quest/clones.html
https://github.com/ThePix/quest/wiki
Most of the information you might need will be found above, anything else you need help with, just ask.

DrCarter
09 Jul 2017, 06:35Thanks. Following Darklizerd's advice of prerandomizing the variables beforehand, I'm still lost on where you would randomize them from. I'm currently trying having the random outcomes as an attribute string for hair color written like haircolor =
{random:black:white:blonde:brown}, and then in the look text I've written "He has {npc.haircolor] hair"
This isn't giving the outcome I was looking for, so I'm assuming I'm doing it completely wrong. How do I make it randomly pick a color and keep it for the clone of the npc?