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Look at the boss

get_boss

Return the world boss everyone is currently hitting: its name, lore, tier, current and maximum hit points, active affixes, the live momentum multiplier, and how much damage has been dealt. Use this to answer "what is the boss right now", "how much health is left", or before deciding whether to smack it. One boss exists at a time and everyone in the world shares it.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault

No arguments

TDQS

A4.5/5.0
Behavior4/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

With no annotations, the description carries the full disclosure burden, and it explains the live/shared nature of the resource: one boss at a time, visible to everyone, with current HP, active affixes, and a live momentum multiplier. It does not explicitly state that the operation is read-only/non-mutating, but for a zero-parameter getter the behavior is sufficiently clear.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness5/5

Is the description appropriately sized, front-loaded, and free of redundancy?

Three sentences: the first lists the complete payload, the second gives user-facing use cases, and the third clarifies global state. No filler or redundant clauses.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness5/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

For a zero-argument tool with no output schema, the description covers what the agent gets (fields), when to call it, and its singleton/shared semantics. An agent can confidently invoke it without further context.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters4/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

The tool has no parameters, so the schema already covers everything (100% coverage); baseline 4 applies. No additional parameter explanation is needed or possible.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

States a specific verb ('Return'), a specific resource (the world boss), and enumerates all returned fields, making it distinguishable from siblings like get_leaderboard and smack_boss. The title is vague, but the description compensates fully.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines4/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

Explicitly gives three concrete use cases — current boss identity, remaining health, and pre-attack decision — and the shared-world context adds scope. It does not name alternative tools or state when not to use it, so it stops short of full routing guidance.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

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TDQS

A4.4/5.0
Disambiguation5/5

Each tool addresses a distinct resource or action: checkout flow tools, boss state tools, leaderboard/graveyard views, wallet balance, and the pixel. No two tools could plausibly be confused, and smack_boss's paid/free modes are clearly documented within a single tool.

Naming Consistency5/5

All tool names are snake_case and follow a clear verb_noun pattern: get_* for state queries, create_checkout/check_purchase for the payment flow, list_packs for catalog, and smack_boss for the action. The naming is uniform and predictable.

Tool Count5/5

Nine tools cover the full surface of this server: commerce (list/create/check/wallet), combat (smack/get boss), and meta views (leaderboard/graveyard/pixel). Nothing feels redundant, and the count is appropriate for a focused game/payment server.

Completeness5/5

The domain is fully covered: users can discover packs, pay, verify payment, spend smacks, observe boss state, and view historical results. The intentional omission of a pixel purchase tool is documented as a design decision, and all core workflows have no dead ends.