There is a Create object (by name).
construct.net/en/tutorials/migrating-spritefont-1305
You can check each object's UID against the Family.UID. Only the matching one will work.
This plugin lets the user generate either single bolt, or branching lightning, in a given colour. The plugin also generates 'lightning text' where text (or any single or set of white objects) crackle with lightning between points across the white areas.
BHT Lightning C3Plugin
Lightning demo C3P
Documentation
Live demo
Yes and no. The trick will be picking which Miner is current, to associate it with an Asteroid, but as far as the the distance check, you would just start with a For each Miner and then do the same thing.
You are storing the asteroid UID in the Miner. But there is only one miner, and you want to pick the correct asteroid later. That's what is happening. You are picking the Asteroid, by UID, that is stored in Miner.
You stored the UID of the Asteriod. You can only use the value to pick that Asteriod again. Miner doesn't have that value, its UID will be different.
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You've already got the code, but you are using Miner - change it to Asteroid.
(Keep the line number in your screen shot - it's easier to reference then).
You need to pick the Asteroid, not the Miner.
Asteroid->Pick by unique ID
construct.net/en/make-games/manuals/addon-sdk/guide/using-developer-mode
You can setup Developer Mode, although it's only slightly better. Most of the time the code gets cached and won't update, so I'm constantly copying the addon folder and uninstalling and installing at the new location.
Repost your events.
Sprite:Pick by unique ID
Actually you don't want to use round() as it will skew your results. The best is int().
Actually, int(random(10,21)) with give you values from 10 and including 20.
You need to Pick by UID with your cached value before doing the distance check.