I don't know of any direct GUI~Editor's choices~drop down boxes, but here's how you can do it in the GUI~Editor:
(using whatever Element: Object's Verb ~ Script Attribute, Function, Command, Turnscript, Timer, etc)
run as~a script -> add a~new script -> variables -> 'set a variable or attribute' Script -> (see below, example)
set variable game.random_ping_number = [expression] GetRandomInt (0,100)
// hopefully you understand algebra, because game making (coding~scripting~Attributes) uses a lot of variable substitutional algebra
// we're setting a global VARIABLE (an Attribute) to be equal to whatever random number (between 0 and 100) that the 'GetRandomInt' will return~output for our VARIABLE's (an Attribute) Value
// we then can use this VARIABLE (an Attribute) 'game.random_ping_number' anywhere else within our game (so long as the Object, in this case the special 'game' Game Object ~ this is the same 'game' Game Object in the GUI~Editor where you can set all of the global game's settings~options, that it is attached to, exists and still exists, of course)
you can hopefully plug this into~with the other Scripts that you need for it to work, for an example:
add a script -> ouput -> print a message -> print [expression] "Your random ping number is: " + game.random_ping_number
// outputs, an example: Your random ping number is: 73
------------------
// my way of explaining a generic Attribute syntax: Object_name.Attribute_name = Value_or_Expression
//
// Object_name: game
// Attribute_name: my own custom name for this example: random_ping_number
// Value_or_Expression: expression: GetRandomInt (0,100)
//
// this is no different than:
//
// Object Name: player
// Attribute Name: strength
// Attribute Type: int
// Attribute Value: 30
//
// or:
//
// Object Name: player
// Attribute Name: damage
// Attribute Type: int
// Attribute Value (as an Expression): player.sword.damage + player.sword.damage * player.strength / 100
//
// as can be seen:
//
// Object Name: game
// Attribute Name: random_ping_number
// Attribute Type: int // this is set from the 'GetRandomInt(min,max)' as it returns an Attribute Type: int (integer), for the Attribute's Value
// Attribute Value (as an Expression): GetRandomInt (0,100)
-----------------
references for randomization methods:
http://docs.textadventures.co.uk/quest/ ... omint.htmlhttp://docs.textadventures.co.uk/quest/ ... ouble.htmlhttp://docs.textadventures.co.uk/quest/ ... hance.htmlhttp://docs.textadventures.co.uk/quest/ ... eroll.html