I'm learning how to use godot, i have a character in my game that have a sprite in it without texture, i'm randomly setting the texture in code, duplicating the sprite and adding it as a node in the a subnode of the character parent node. But the character is initiate by his parent at the start of the game so i'm assuming his sprite is initiate as well. but i have a script attached to the sprite with time sensitive code, so because it is initiate with the character all the duplicates share the same state.
I done something similar before, using packedscenes they returned his node after setting his sprites and properties. in this case since the packedscene isn't initiate by the main tree, i guess it is why i don't have any problems with my code in this nodes. The case is it is a simple sprite i don't want to make a hole scene for it, there is a way to duplicate his node without they sharing the same time states? i tried using different duplicateflags, like, duplicate use instancing, but it didn't work. Every time I duplicate a new sprite it starts in the same state the last one I duplicate is.