@Steven1985
the enemies & items that can be easily randomized are the types that come from outside of the screen, one way is to spawn entities that move very rapidly in vertical fashion that feature a walking anim script that spawns random subentities from a list features in another script.
another way is for a invisible entity to summon entities from outisde of the screen, but the script to make the coordinates variable escapes me...
(night slashers X 21C - grey Knight Boss)
some problems i was not able to resolve is the fact that subentities are independent of the numbers that define groups or "at" or "wait" values. In order to fix that you have to find a way for the sub-entities to kill or remove the parent that is offscreen or on but invisible.
on screen random objects enemies & placement is harder to do, the next best thing currently is to exploit the "model change" to give enemies with same appearance different varieties of AI & attack patterns.
you can also use an invisible entity that runs lightning fast on screen (it covers most of the playabe on screen area In less than a second) & its walking animation features - say -- 10 branches that can spawn a randomized enemy or item, but be aware that said enemy or item needs to
A: fall from the ceiling or B: appear from the ground bugs bunny style... or C: come from a void or portal (its spawn animation)
there may be scripts that can spawn random enemies on screen around this forum , but i don't think there are any featuring random coordinates yet