Ah, now we modify that script a little:
Ok, not the hud, but you can randomise character animations and entity animations through scripting.
:state=0,random=1:state=2
:state=0,random=1:state=1
:state=0,random=1:state=3
:state=0,random=1:state=4
:state=0:state=5
:state=1:animate=105
:state=2:animate=101
:state=3:animate=102
:state=4:animate=103
:state=5:animate=104
(where animations 100 to 105 are are variations of the same animation)
You see, the last state will always go to state 5, regardless of animation. But, if one of the states before it already got true for the random value then it would never come to that - all it does is make sure it actually plays at least one of the animations without delaying