Solved

At the very start *rand is used to create a dice roll. That number is then applied to the var, such as str, dex, and con. After the player has made a choice the number seems to be a stable number, meaning not changing every time I go to stats. I have it sub to a strength scene to add the numbers need for that stat level. It is a test button after I have made a choice, but the number keeps changing. Will post script, and ideas on how I might work around this.

Startup

*create IntStr true
*create ResultStr 0
*create IntInt true
*create ResultInt 0
*create IntCon true
*create ResultCon 0
*create IntDex true
*create ResultDex 0
*create IntChr true
*create ResultChr 0
*create FirstChoiceMade false
*create ToHit 0
*create DmgAdj 0
*create BBnLG 0

*title Thief's Apprentice Journey
*comment to add later ifid df316270-35ff-4a8b-8fac-822caac0ff65
*comment your code goes here

*label str
*temp Str 0
*if (IntStr)
    *rand Str 3 19
    *set ResultStr Str
    *set IntStr false
    *goto int
*else
    *goto int

*label int
*temp Int 0
*if (IntInt)
    *rand Int 3 18
    *set ResultInt Int
    *set IntInt false
    *goto con
*else
    *goto con

*label con
*temp Con 0
*if (IntCon)
    *rand Con 3 18
    *set ResultCon Con
    *set IntCon false
    *goto dex
*else
    *goto dex

*label dex
*temp Dex 0
*if (IntDex)
    *rand Dex 3 18
    *set ResultDex Dex
    *set IntDex false
    *goto chr
*else
    *goto chr

*label chr
*temp Chr 0
*if (IntChr)
    *rand Chr 3 18
    *set ResultChr Chr
    *set IntChr false
    *goto onwards
*else
    *goto onwards

*label onwards
*goto_scene page1

page1

*choice
    #Hide in the bush.
        *set FirstChoiceMade true
        *goto_scene bush
    #Keep running
        *set FirstChoiceMade true
        *goto_scene prisonone
    #Goto test page
        *set FirstChoiceMade true
        *goto_scene testpage

Stats

*label stats9
*line_break
*if (FirstChoiceMade)
    Stochastics
    *stat_chart
        text ResultStr Strength
        text ResultCon Constitution
        text ResultDex Dexterity
        text ResultChr Charisma

strength

*if (ResultStr=19)
    *set ToHit 3
    *set DmgAdj 7
    *set BBnLG 50
    *return
*elseif (ResultStr=18)
    *set ToHit 1
    *set DmgAdj 2
    *set BBnLG 16
    *return
*elseif (ResultStr=17)
    *set ToHit 1
    *set DmgAdj 1
    *set BBnLG 13
    *return
*elseif (ResultStr=16)
    *set DmgAdj 1
    *set BBnLG 10
    *return
*elseif (ResultStr>=14)
    *set BBnLG 7
    *return
*elseif (ResultStr>=12)
    *set BBnLG 4
    *return
*elseif (ResultStr>=10)
    *set BBnLG 2
    *return
*elseif (ResultStr>=8)
    *set BBnLG 1
    *return
*elseif (ResultStr>=6)
    *set ToHit -1
    *return
*elseif (ResultStr>=4)
    *set ToHit -2
    *return
*elseif (ResultStr=3)
    *set ToHit -3
    *return

testpage

*label test
*choice
    #Turn reminder true
        *set reminder true
        *goto test
    #Add 5 to Infamy
        *set Infamy +5
        *goto test
    #Set Attack Damage Dagger
        *set Dagger true
        *gosub_scene attack
        *set Dagger false
        *goto test
    #Test Strength scene
        *gosub_scene strength
        Str ${ResultStr} 
        *line_break
        To Hit ${ToHit} Dmg Adjustment ${DmgAdj} Bend Bars and Lift Gates ${BBnLG}
        *goto test

Seems it was not a *rand problem, but repeated calls to the sub strength added new numbers to the vars instead of just resetting them. How I fixed.

        *if (StrScene)
            *gosub_scene strength
            *set StrScene false
            Str ${ResultStr} 
            *line_break
            To Hit ${ToHit} Dmg Adjustment ${DmgAdj} Bend Bars and Lift Gates ${BBnLG}
            *goto test
        *else
            To Hit ${ToHit} Dmg Adjustment ${DmgAdj} Bend Bars and Lift Gates ${BBnLG}
            *goto test

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