if you can't work with code, let me know
also, this has some more cool stuff with using status attributes
Credit goes to Pixie, as this is his~her code
<asl version="530">
<include ref="English.aslx" />
<include ref="Core.aslx" />
<game name="Testing Game Stuff">
<gameid>cd102f9d-370a-4bda-b6ea-ca42288f619c</gameid>
<version>1.0</version>
<turns type="int">0</turns>
<hp>0 / 0</hp>
<statusattributes type="stringdictionary">turns = ;hp = </statusattributes>
</game>
<object name="room">
<inherit name="editor_room" />
<object name="player">
<inherit name="defaultplayer" />
<curhp type="int">250</curhp>
<maxhp type="int">500</maxhp>
</object>
</object>
<turnscript name="turns_turnscript">
<enabled />
<script>
game.hp = game.pov.curhp + " / " + game.pov.maxhp
game.turns = game.turns + 1
</script>
</turnscript>
</asl>
for the random number inclusion:
if you only want it to happen once, then use this:
Game -> Scripts -> Start Script
otherwise, you can plug the random number script into the turnscript, but it's going to be executed~run~used every turn, lol.