Random¶
Category: Executor Tier: Basic
Purpose¶
Generates random values and stores them in variables.
Visual Reference¶
As added to your scene

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
Generated UI Mockup — showing expanded properties
Random
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Name:
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Properties¶
Property |
Type |
Default |
Notes |
|---|---|---|---|
random_mode |
String, “Integer Range” |
Type of random value - Integer Range, Float Range, Boolean, or Choice List |
|
int_min |
Integer, 1 |
Minimum value for Integer Range |
|
int_max |
Integer, 10 |
Maximum value for Integer Range |
|
variable_name |
String, “random_value” |
Variable to store result |