---
generated_by: gdlink-build
generated_at: 2026-06-23T12:34:28Z
do_not_edit: true
title: Random
brick_type: executor
tier: Basic
generated: true
---
# Random
**Category:** Executor
**Tier:** Basic
## Purpose
Generates random values and stores them in variables.
## Visual Reference
```{raw} html
```
## When To Use
**1. Random Damage**
```
Keyboard Listener (Key: "Space")
-> AND Gate
-> Random Executor (Integer, Min: 20, Max: 30, Target: Local "damage_dealt")
-> Property Executor (Set Global "enemy_health" -= Local "damage_dealt")
```
Deal 20-30 random damage.
**2. Random Loot Drop**
```
Collision Listener (Group: "enemies")
-> Property Listener (Global "enemy_health" == 0)
-> AND Gate
-> Random Executor (Choice: "sword,shield,potion", Target: Local "drop_item")
-> Edit Object Executor (Add: "res://items/" + Local "drop_item" + ".tscn")
```
Enemy drops random item on death.
**3. Procedural Spawn Position**
```
Always Listener (Pulse: 2 seconds)
-> AND Gate
-> Random Executor (Float, Min: -10, Max: 10, Target: Local "spawn_x")
-> Random Executor (Float, Min: -10, Max: 10, Target: Local "spawn_z")
-> Edit Object Executor (Add: "res://enemy.tscn", Position: (Local "spawn_x", 0, Local "spawn_z"))
```
Spawn enemies at random XZ positions every 2 seconds.
**4. Random Color Variation**
```
Message Listener (Subject: "spawn")
-> AND Gate
-> Random Executor (Color, Target: Local "color")
-> Material Executor (Albedo Color: Local "color")
```
Each spawned object gets random color.
**5. Dice Roll Mini-Game**
```
Keyboard Listener (Key: "R", Tap: true)
-> AND Gate
-> Random Executor (Integer, Min: 1, Max: 20, Target: Global "dice_roll")
-> PRINT Executor ("You rolled: {dice_roll}")
```
Roll 20-sided die (D20).
## Runtime Behavior
**Executes**: Generates a random value and stores it in specified variable
```{raw} html
```
## Properties
| Property | Type | Default | Notes |
|---|---|---|---|
| Chance (%) | float | 50.0 | Probability of triggering (0-100%) each tick |