Server Configuration
Describes the environment variables required to run the server.
Name | Required | Description | Default |
---|---|---|---|
No arguments |
Schema
Prompts
Interactive templates invoked by user choice
Name | Description |
---|---|
No prompts |
Resources
Contextual data attached and managed by the client
Name | Description |
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No resources |
Tools
Functions exposed to the LLM to take actions
Name | Description |
---|---|
generate_basic_random | Basic Random Number Generator Copy Generate a random integer within the specified range
Args:
salt (str, optional): Random number salt value for increased randomness. Defaults to "".
min_value (int, optional): Minimum value (inclusive). Defaults to 0.
max_value (int, optional): Maximum value (inclusive). Defaults to 1000000.
Returns:
str: JSON string containing the random number result
Application Scenarios:
1. Lottery systems
2. Game random numbers
3. Random ID generation
4. Test data generation |
generate_random_array | Random Array Generator Copy Generate a random array of specified length
Args:
salt (str, optional): Random number salt value. Defaults to "".
array_length (int, optional): Array length. Defaults to 1.
min_value (int, optional): Minimum value. Defaults to 0.
max_value (int, optional): Maximum value. Defaults to 1000000.
allow_duplicates (bool, optional): Allow duplicate values. Defaults to True.
Returns:
str: JSON string containing the random array
Application Scenarios:
1. Batch random number generation
2. Random sampling
3. Test dataset generation
4. Random task assignment |
generate_random_weighted | Weighted Random Selector Copy Randomly select an option based on weights
Args:
options (List[str]): List of options
weights (List[int]): Corresponding weight list (0-1000)
salt (str, optional): Random number salt value. Defaults to "".
Returns:
str: JSON string containing the selection result
Application Scenarios:
1. Lottery systems (prizes with different probabilities)
2. Random drops (weighted item drops)
3. Task assignment (based on priority)
4. A/B testing (experiment groups with different ratios) |
generate_random_feature | Random Feature Allocator Copy Generate a set of random feature values for objects, each feature value within its specified range.
Feature values are encoded into a bitmap, with each feature occupying 8 bits.
Args:
feature_count (int): Number of features to generate
feature_max_values (List[int]): List of maximum values for each feature, length must equal feature_count
salt (str, optional): Random number salt value for increased randomness. Defaults to "".
Returns:
str: JSON string containing feature values and bitmap, formatted as:
{
"requestId": "Generated request ID",
"features": [List of feature values],
"featureBitmap": Feature bitmap value
}
Application Scenarios:
1. Game character attribute generation (strength, agility, intelligence, etc.)
2. Equipment attribute randomization (attack, defense, speed, etc.)
3. Biological trait simulation (genes, traits, etc.)
4. Random scene generation (terrain, weather, environment, etc.) |
generate_distribution | Probability Distribution Random Generator Copy Generate random numbers according to specified probability distribution type and parameters.
Supports various common probability distributions.
Args:
distribution_type (int): Distribution type:
1 = Uniform distribution (parameters: [min_value, max_value])
2 = Normal distribution (parameters: [mean, standard_deviation])
3 = Exponential distribution (parameters: [scale_parameter])
4 = Binomial distribution (parameters: [trials, success_probability])
distribution_parameters (List[float]): Distribution parameter list
salt (str, optional): Random number salt value for increased randomness. Defaults to "".
Returns:
str: JSON string containing random value and distribution information, formatted as:
{
"requestId": "Generated request ID",
"randomValue": Generated random value,
"distributionMetadata": {
"distributionType": Distribution type,
...Distribution parameters
}
}
Application Scenarios:
1. Financial market simulation (return distribution, risk analysis)
2. Natural phenomena simulation (particle distribution, noise generation)
3. Load testing (user behavior distribution)
4. Statistical sampling (experimental data generation) |
generate_random_event | Random Event Trigger Copy Trigger a series of events based on given probabilities, each event has an independent trigger probability.
Uses bitmap to record trigger status for easy processing.
Args:
event_count (int): Total number of events
event_probabilities (List[int]): Trigger probability for each event (0-1000, representing 0-100%)
salt (str, optional): Random number salt value for increased randomness. Defaults to "".
Returns:
str: JSON string containing event trigger results, formatted as:
{
"requestId": "Generated request ID",
"triggeredEvents": Event trigger bitmap,
"eventResults": [
{
"eventId": Event ID,
"probability": Trigger probability,
"triggered": Whether triggered,
"randomValue": Random value
},
...
]
}
Application Scenarios:
1. Game random events (trigger plot, drop items)
2. Probability effect determination (skill trigger, combo determination)
3. Risk event simulation (fault prediction, accident events)
4. Multiple condition determination (combined probability events) |
generate_random_seed | Random Seed Generator Copy Generate high-entropy random seed for encryption or other scenarios requiring high-quality random numbers.
Uses blockchain hash as entropy source to ensure randomness.
Args:
seed_length (int): Length of seed to generate (in bytes)
salt (str, optional): Random number salt value for increased randomness. Defaults to "".
Returns:
str: JSON string containing random seed, formatted as:
{
"requestId": "Generated request ID",
"randomSeed": "Random seed in hexadecimal format",
"entropy": Estimated entropy value
}
Application Scenarios:
1. Key generation (encryption keys, signature seeds)
2. Security tokens (session identifiers, authentication tokens)
3. Random number initialization (PRNG seeds, simulation initial states)
4. Unique identifier generation (UUID seeds, random identifiers) |
shuffle_array | Random Array Shuffler Copy Randomly shuffle the input array, ensuring each element has an equal probability of appearing in any position.
Uses Fisher-Yates shuffle algorithm to ensure fairness.
Args:
input_array (List): Array to be shuffled, elements can be of any type
salt (str, optional): Random number salt value for increased randomness. Defaults to "".
Returns:
str: JSON string containing the shuffled array, formatted as:
{
"requestId": "Generated request ID",
"shuffledArray": [Shuffled array]
}
Application Scenarios:
1. Game shuffling (playing cards, mahjong tiles)
2. Random ordering (question order, playlist)
3. Random grouping (team assignment, experiment grouping)
4. Data shuffling (training dataset, test cases) |
generate_coordinate | Random Coordinate Generator Copy Generate random coordinate points in a specified dimensional space, each dimension has its own value range.
Supports coordinate generation in any number of dimensions.
Args:
dimensions (int): Number of coordinate dimensions (1D, 2D, 3D, etc.)
min_values (List[float]): List of minimum values for each dimension
max_values (List[float]): List of maximum values for each dimension
coordinate_count (int): Number of coordinate points to generate
salt (str, optional): Random number salt value for increased randomness. Defaults to "".
Returns:
str: JSON string containing random coordinates, formatted as:
{
"requestId": "Generated request ID",
"coordinates": [
[x1, y1, z1, ...], # First point coordinates
[x2, y2, z2, ...], # Second point coordinates
...
]
}
Application Scenarios:
1. Game object positioning (NPC locations, item distribution)
2. Particle systems (effect generation, particle distribution)
3. Map generation (terrain height, resource distribution)
4. Spatial sampling (3D modeling, spatial analysis) |
generate_rarity | Rarity Distributor Args: item_count: Number of items rarity_tiers: Array of rarity tiers rarity_percentages: Probability percentage for each rarity tier guaranteed_minimums: Minimum guaranteed count for each rarity tier (optional) salt: Additional entropy source |