random movement help

Hi everyone
I had created a AS 2.0 in which a movie_clip(fish) run away when a another movie_clip(Grey button) is brought near to it. the AS is working fine.but i also want to add a random movement to the movie_clip(fish). Can any one help me out as it is very urgent
the code is as follows

var enemiesArray:Array = new Array();
var radians:Number = 180/Math.PI;

createEnemies(1, "typeA", "e1");
createEnemies(1, "typeB", "e2");
createEnemies(20, "typeC", "e3");

function createEnemies(enemyAmount:Number, enemyBehavior:String, enemyLibraryClip:String):Void
{
	
	for(var i = 0; i < enemyAmount; i++)
	{
		
		var tempEnemy:MovieClip = _root.attachMovie(enemyLibraryClip, "enemy"+_root.getNextHighestDepth(),_root.getNextHighestDepth())
		
		tempEnemy._x = random(Stage.width);
		tempEnemy._y = random(Stage.height);
		tempEnemy._rotation = random(180);
		
		if(enemyBehavior == "typeA")
		{
			tempEnemy.speed = 1
			tempEnemy.turnRate = .05
			tempEnemy.agroRange = 200;
			tempEnemy.mode = "follow"
		} 
		else if(enemyBehavior == "typeB")
		{
			tempEnemy.speed = 4
			tempEnemy.turnRate = .5
			tempEnemy.agroRange = 200;
			tempEnemy.mode = "follow"
		}
		else if(enemyBehavior == "typeC")
		{
			tempEnemy.speed = 10
			tempEnemy.turnRate = 5
			tempEnemy.agroRange = 200;
			tempEnemy.mode = "run"
		}
		
		tempEnemy.distanceX = 0;
		tempEnemy.distanceY = 0;
		tempEnemy.distanceTotal = 0;
		tempEnemy.moveDistanceX = 0;
		tempEnemy.moveDistanceY = 0;
		tempEnemy.moveX = 0;  
		tempEnemy.moveY = 0; 
		tempEnemy.totalmove = 0;
		
		enemiesArray.push(tempEnemy)	
	}
}

function updateEnemies():Void {
	for(var i = 0; i < enemiesArray.length; i++)
	{
		var tempEnemy:MovieClip = enemiesArray[i];
		updatePosition(tempEnemy, player_mc);
	}
}

function updatePosition(follower:MovieClip, target:MovieClip) {
		
			
	follower.distanceX = target._x-follower._x;
	follower.distanceY = target._y-follower._y;
	
	follower.distanceTotal = Math.sqrt(follower.distanceX * follower.distanceX + follower.distanceY * follower.distanceY);
	
	if(follower.distanceTotal <= follower.agroRange){
		follower.moveDistanceX = follower.turnRate * follower.distanceX / follower.distanceTotal;
		follower.moveDistanceY = follower.turnRate * follower.distanceY / follower.distanceTotal;
		
		follower.moveX += follower.moveDistanceX;
		follower.moveY += follower.moveDistanceY;
		
		follower.totalmove = Math.sqrt(follower.moveX * follower.moveX + follower.moveY * follower.moveY);
		
		follower.moveX = follower.speed * follower.moveX / follower.totalmove;
		follower.moveY = follower.speed * follower.moveY / follower.totalmove;
		
		if(follower.mode == "follow")
		{
			follower._x += follower.moveX;
			follower._y += follower.moveY;			
			follower._rotation = Math.atan2(follower.moveY, follower.moveX) * radians;
		}
		else if(follower.mode == "run")
		{	
			
			if((follower._x >= 50)&&(follower._x <= 1900)&&(follower._y >= 70)&&(follower._y <= 1000))
			{
				follower._x -= follower.moveX;
				follower._y -= follower.moveY;
				follower._rotation = (Math.atan2(follower.moveY, follower.moveX) * radians)+180;
			}
			else
			{
				follower._rotation = (Math.atan2(follower.moveY, follower.moveX) * radians)+180;
				follower._x += follower.moveX;
				follower._y += follower.moveY;
			}
		}
	}
}

_root.onEnterFrame = function(){
	updateEnemies();
}

player_mc.onPress = function(){
	startDrag(this);
}
player_mc.onRelease = function(){
	stopDrag();
}