In order to detect properties of specific clones. a variety of lists and local variables need to be used. Local variables are duplicated with a clone's properties, but a sprite cannot detect an individual clone's local variable's value. However, a clone can detect a sprite, which can therefore send a message to trigger the sprite's scripts. In order for a sprite to detect the properties of a clone, the clone must use lists in order to "communicate" with the sprite.
For the following scripts, assume the following:
(clones)— a global variable used to count how many clones have been created.
(clone id)— a local variable duplicated with the clone that represents what clone number in chronological order of creation it is.
(quantities::list)— a list used to store the wanted value for each clone.
- Sprite1 — the sprite which creates the clones
These following scripts would go in Sprite1:
when gf clicked delete [all v] of [quantities? v] set [clones v] to (0)
When creating a clone of Sprite1, use the following script in Sprite1:
add  to [quantities v] change [clones v] by (1) create clone of [myself v]
If the desired value is a reporter, use this script in Sprite1:
when I start as a clone set [clone id v] to (clones) forever replace item (clone id) of [quantities v] with (. . .)
(item (x) of [quantities v]) will return the quantity for the clone with the clone ID x.
If the desired value is a boolean, use this script in Sprite1:
when I start as a clone set [clone id v] to (clones) forever replace item (clone id) of [quantities v] with <...>
<(item (x) of [quantities v]) = [true]> will return the quantity for the clone with the clone ID x.