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cc_recall

Recall a retired creature to your party. Only works in Millhaven. Specify the creature's nickname or species name.

Instructions

Invite a retired creature back into your party. Only available in Millhaven.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
nicknameYesThe nickname (or species name) of the creature to recall.

Implementation Reference

  • Registration of the 'cc_recall' tool via server.tool() — defines its name, description, input schema (nickname string), and registers the handler function.
    // ── Recall ───────────────────────────────────────────────────────────────
    
    server.tool(
      'cc_recall',
      'Invite a retired creature back into your party. Only available in Millhaven.',
      { nickname: z.string().describe("The nickname (or species name) of the creature to recall.") },
      async ({ nickname }) => {
        const s = requireGame();
        const turnBlock = checkTurn(s); if (turnBlock) return turnBlock;
    
        if (s.currentArea !== 'millhaven') {
          return err('You can only recall companions from Millhaven. Head home first.');
        }
    
        const idx = s.retired.findIndex(m => m.nickname.toLowerCase() === nickname.toLowerCase());
        if (idx === -1) {
          const names = s.retired.map(m => m.nickname).join(', ') || 'none';
          return err(`No creature named "${nickname}" is resting at home.\n\nAt home: ${names}`);
        }
    
        if (s.party.length >= MAX_PARTY) {
          return err(`Your party is full (${MAX_PARTY}/${MAX_PARTY}). Release or retire someone first.`);
        }
    
        const member  = s.retired.splice(idx, 1)[0];
        const species = SPECIES[member.speciesId];
        s.party.push(member);
        addToLog(s, `${member.nickname} rejoined the party.`);
    
        const lines = [
          `${member.nickname} is at the gate before you've reached it.`,
          '',
          `${species.bondQuotes.high}.`,
          '',
          'They fall into step beside you.',
          '',
          renderParty(s),
        ];
        return ok(lines.join('\n'));
      },
    );
  • Handler function for 'cc_recall': validates player is in Millhaven, finds the retired creature by nickname, checks party isn't full, then splices the creature from retired[] into party[] and returns flavor text.
      async ({ nickname }) => {
        const s = requireGame();
        const turnBlock = checkTurn(s); if (turnBlock) return turnBlock;
    
        if (s.currentArea !== 'millhaven') {
          return err('You can only recall companions from Millhaven. Head home first.');
        }
    
        const idx = s.retired.findIndex(m => m.nickname.toLowerCase() === nickname.toLowerCase());
        if (idx === -1) {
          const names = s.retired.map(m => m.nickname).join(', ') || 'none';
          return err(`No creature named "${nickname}" is resting at home.\n\nAt home: ${names}`);
        }
    
        if (s.party.length >= MAX_PARTY) {
          return err(`Your party is full (${MAX_PARTY}/${MAX_PARTY}). Release or retire someone first.`);
        }
    
        const member  = s.retired.splice(idx, 1)[0];
        const species = SPECIES[member.speciesId];
        s.party.push(member);
        addToLog(s, `${member.nickname} rejoined the party.`);
    
        const lines = [
          `${member.nickname} is at the gate before you've reached it.`,
          '',
          `${species.bondQuotes.high}.`,
          '',
          'They fall into step beside you.',
          '',
          renderParty(s),
        ];
        return ok(lines.join('\n'));
      },
    );
  • Input schema for cc_recall — requires a single 'nickname' string parameter (the name of the creature to recall).
    { nickname: z.string().describe("The nickname (or species name) of the creature to recall.") },
  • The 'retired: PartyMember[]' field on PlayerState — the data store that cc_recall reads from and splices from.
    retired: PartyMember[];
  • ownsSpecies helper — checks both party and retired arrays, used by cc_recall indirectly for game win conditions.
    export function ownsSpecies(state: PlayerState, speciesId: string): boolean {
      return state.party.some(m => m.speciesId === speciesId) ||
             state.retired.some(m => m.speciesId === speciesId);
    }
Behavior3/5

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

Without annotations, the description carries full burden for behavioral transparency. It implies a mutation (adding a creature to party) and includes a location constraint. Missing details include what happens if the nickname is invalid or the creature is not retired, but overall, the core behavior is adequately described.

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 extremely concise with two sentences, no repetition, and no unnecessary details. Every word serves a purpose.

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 simple one-parameter tool with no output schema, the description covers the essential purpose and a key constraint. It lacks details on error handling or prerequisites, but is sufficient for the complexity level. A minor gap prevents a perfect score.

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 schema already covers the parameter 'nickname' with a description. The tool description does not add any new information beyond what is in the schema, so it provides minimal added value. Baseline 3 is appropriate given high schema coverage.

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 clearly states the action ('invite a retired creature back into your party') and the resource (retired creature). It also specifies the location constraint, effectively distinguishing it from sibling tools like cc_catch, cc_release, and cc_retire.

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?

The description provides a clear usage condition ('Only available in Millhaven'), which helps the agent understand when the tool is applicable. However, it does not explicitly mention when not to use it or alternatives among sibling tools.

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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