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Who has hit it hardest

get_leaderboard

Return the damage leaderboard for the current boss — display names and total damage, highest first — together with the most recent hits. Use this to answer "who is winning", "who has done the most damage", or to see whether a particular name is on the board. Resets when the boss dies.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
limitNoHow many entries to return. Defaults to 10.

TDQS

A4.2/5.0
Behavior4/5

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

With no annotations, the description carries the behavioral burden. It adds useful facts: results are sorted highest first, recent hits are included, and the leaderboard resets when the boss dies. It does not explicitly state that the call is read-only or free of side effects, but 'Return' strongly implies a pure query.

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?

The description is compact: three sentences that front-load the core behavior, then supply use cases and the reset caveat. No sentence is redundant, and the structure helps an agent scan quickly.

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

Completeness4/5

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

For a one-parameter tool with no annotations or output schema, the description is nearly complete: it covers purpose, response shape, ordering, intended queries, and lifecycle. The one gap is the structure of the 'most recent hits' portion and how `limit` applies to it, which would be clearer with an output schema or one more sentence.

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

Parameters3/5

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

The single `limit` parameter is fully documented in the schema (100% coverage), including its default of 10. The description adds no extra meaning about `limit`, so it stays at the high-schema-coverage baseline.

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?

The description states a precise verb and resource: 'Return the damage leaderboard for the current boss', and spells out the output ('display names and total damage, highest first'). This makes it easy to distinguish from siblings like get_boss or smack_boss, which are about boss state and attacks rather than rankings.

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?

It explicitly lists when to use the tool: to answer 'who is winning', 'who has done the most damage', or to check if a name is on the board. It does not mention sibling alternatives or say when not to use it, so it meets the clear-context bar but not the full exclusion/alternative bar.

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.