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Glama

create_scene

Create a new hand-drawn Excalidraw scene and optionally add starting elements such as shapes, text, boxes, arrows, or detail strokes for diagrams and layouts.

Instructions

Make a new scene, optionally with its starting elements.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
nameNo
elementsNoExcalidraw elements. Any field of a real element is honoured verbatim; what you omit gets a valid default (id, index, seed, version are generated). USE THIS FOR diagrams, layout, text, boxes, arrows, and detail strokes on top of something already drawn. For anything that has to LOOK LIKE something - a character, creature, object, vehicle, logo, illustration - do NOT assemble it from shapes here. Write it as one SVG and call import_svg. Shapes stacked by hand come out as a pile of parts (fat, seamed, toy-like) every time; one SVG comes out as one drawing. Types: rectangle ellipse diamond arrow line text freedraw frame. Fields: x y width height angle, strokeColor, backgroundColor (the fill), fillStyle solid|hachure|cross-hatch, strokeWidth 1|2|4, strokeStyle, roughness 0|1|2, opacity, roundness, fontSize, fontFamily (5 hand-drawn), textAlign, groupIds, points [[0,0],[dx,dy],...] relative. y points down. TEXT WRAPS: give a text element a `width` and prose is wrapped to it with the real font metrics (height follows); no width = one line per \n, sized exactly. Never break long paragraphs by hand. THE LOOK IS HAND-DRAWN. This is Excalidraw. roughness 1 (default) on everything; native rectangle/ellipse/arrow rather than 4-point lines; sparse points with roundness {type:2} for a curve (dense points look furry, not sketchy); hand-drawn font. Detail is a few extra strokes, never more parts. COLOUR IS FLAT. Solid fills, one colour per part, and the wobbly outline does the rest - that is the Excalidraw look. Do not shade: no hachure or cross-hatch as texture, no gradients faked with stacked shapes, no drop shadows. If a part must read as darker, give it a darker solid hex. Reserve hachure/cross-hatch for something that IS hatched (a cutaway, a glass pane). PAPER AND INK. Nothing is inverted for display: every hex shows exactly as written. New scenes are dark paper (#121212). Anything drawn without a strokeColor gets ink that contrasts with the paper (#e9ecef on dark, #1e1e1e on light); describe_scene reports `background` and `ink`. Any hex is fine - character colours are character colours on any paper. SHORTHAND. label on a shape adds centred bound text; ref names an element and start/end on an arrow bind to it. Generated geometry is an element whose type is polygon|star|arc|capsule|path, e.g. {"type":"path","points":[[0,0],[40,30],[90,10]],"closed":true} smooth curve through the points polygon {sides,cx,cy,r} star {points,cx,cy,r,innerRatio} arc {cx,cy,r,from,to} capsule {x,y,width,height,radius} repeat {count,dx,dy | cols,rows | around:{cx,cy}} and mirror {axis:'vertical',at} multiply one spec evenly. These are for furniture - rings, plates, arrays - not for bodies.

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv0.1.2

TDQS

B3.4/5.0
Behavior3/5

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

No annotations are provided, so the description carries the full burden. It does disclose useful behavioral context inside the parameter docs — omitted element fields get valid defaults, id/index/seed/version are generated, new scenes default to dark paper (#121212) with contrasting ink. However, it says nothing about what happens to the current scene, whether the new scene becomes active, what identifier is returned, or any permission requirements.

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

Conciseness4/5

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

The tool-level description is a single, front-loaded sentence with no waste, and the scoping word 'optionally' is placed where it matters. It is arguably too lean for a creation tool, but as prose it is efficient and correctly ordered.

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

Completeness3/5

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

For a no-output-schema, no-annotation creation tool, the definition leaves gaps an agent cares about: what is returned, whether the scene becomes active, and how this differs from replace_scene. The abundant element-building guidance covers the how, but not the after-effects, so it is adequate rather than complete.

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?

Schema coverage is 50%: `elements` is documented exhaustively in the schema (types, fields, defaults, coordinate conventions, text wrapping), while `name` is undocumented in both schema and description. The description only conveys that `elements` is optional; it adds nothing about `name`, so it does not compensate for the coverage gap.

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

Purpose4/5

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

States a specific verb+resource (make a new scene) and adds scope information — the scene may be created empty or seeded with elements. It is clear on its own, but it does not distinguish itself from siblings like replace_scene, add_elements, or import_svg, which an agent choosing among 18 tools would want.

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

Usage Guidelines3/5

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

The top-level sentence gives no when-to-use guidance or alternatives. The `elements` property description does contain real routing advice (assemble shapes here for diagrams/layout, but use import_svg for anything that must look like a character/object/logo), which partially compensates, but nothing tells the agent when to create a scene versus replacing or adding to an existing one.

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