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MLMecham

wyt-mcp

by MLMecham

Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault
WYT_MCP_DBNoOptional path to a custom SQLite database file. If not set, the server uses the default location in the user's platform data directory.Platform-dependent user data directory

Capabilities

Features and capabilities supported by this server

CapabilityDetails
tools
{
  "listChanged": false
}
prompts
{
  "listChanged": false
}
resources
{
  "subscribe": false,
  "listChanged": false
}
experimental
{}

Tools

Functions exposed to the LLM to take actions

NameDescription
warmup_beginA

Start the permissions warm-up. Call FIRST at session start, then call every other wyt tool once with dummy arguments — each returns a no-op acknowledgment while the client collects its permission approvals — then warmup_end. No game state is read or written during warm-up.

warmup_endA

End the permissions warm-up. Tools act for real again after this.

new_gameA

Start a fresh save. player_class: warrior | mage | archer | ninja — each carries a backstory that seeds how the town receives you. If the player names a class not on this list, pass it through verbatim — the engine decides whether it exists. skip_intro=True (replays only) starts at loop 2 with a recap.

get_stateA

Full rehydration packet — call at session start; chat history is never load-bearing.

recapA

'Previously on' — last loop's events, open wounds, who hates you now. For resuming in a fresh chat.

advance_loopA

End the day: the player goes to bed (cause='slept' — the only value you may pass; deaths advance the loop on their own). Returns the overnight packet to narrate waking up at the tavern.

lookA

Server-rendered map + status + legal exits. Always safe to resync.

moveC

Move through a known exit (town or dungeon). Entering an uncleared enemy room, or transiting a rough part of town, can start a fight.

descendB

Enter the dungeon at the mouth. 'You remember the way': any floor up to max_floor_cleared + 1.

talk_toA

The NPC packet: personality, sanity tier, disposition, gates, the memories that matter, and 2-3 status candidates you may apply. You improvise the dialogue FROM this — never against it.

ask_directionsB

A willing local points you toward one street you don't know yet. Costs nothing but standing — withdrawn or hating NPCs refuse.

request_chapel_keyA

Day 1 only, at the chapel, AFTER the player has killed what came through the inner seal. Roleplay Bren's question first — why do you want the deep? — then pass the player's actual answer and your honest read of it: sincerity = honest | uncertain | selfish | flippant. Honesty and admitted uncertainty earn the key; greed, bravado and mockery are refused, finally. Either way Bren remembers their words verbatim, forever. Judge fairly — this is the one place your judgment is the rule.

rapportA

Once per NPC per day: report whether the player genuinely spoke this NPC's language — judged against the packet's manner field, never your own taste. A well-aimed insult is a hit with Marta; flattery is a miss. 'Father' said sincerely is a hit with Bren; said smirking, a miss. hit=True is +1 (and steadies the player, once per day); hit=False is -1. Miss more than you hit — rapport is earned, not pleasant. Deeds still dwarf words.

npc_rewardA

An NPC pays or gifts the player — the ONLY way gold or items ever pass from an NPC. The server caps total value (loop-scaled) and allows one reward per NPC per day. If this refuses, that is canon: the NPC genuinely cannot pay — narrate the inability (an IOU, an apology, a promise they can't keep). Never narrate payment without this tool.

give_itemC

The player hands an NPC an item, for keeps. They remember — and memories survive midnight. The server owns any authored reaction in gm_note; narrate from it, never past it.

apply_statusB

Pick one status from the candidates the server offered in talk_to — narrative fit is yours, eligibility is not.

record_eventA

Log a scene that should be remembered. witnesses: npc keys who saw it. tone (optional): cruel | despairing | kind — this is the one place your judgment feeds the rules. Use it honestly.

shopC

A merchant's shelves, priced for today's loop and their state of mind.

buyC

Buy from a merchant's current stock. Server owns the math.

sellB

Sell to a merchant. The right counter pays half value; the wrong one a quarter, if it pays at all.

fenceC

At a den: the crew sells the town's own stolen goods back, at extortion prices. No argument lists the goods; pass item_key to buy.

attackA

Start a fight. target: an npc key, or 'den_keeper' at a den to raid it. mode='auto' fast-forwards trash; dangerous foes refuse auto and demand round-by-round (combat_action).

combat_actionC

One round: strike | ability | use_item | defend | flee. The server resolves your action and the enemy's answer.

use_itemC

Use a consumable outside combat (potions, draughts, the town map).

equipB

Equip gear. One weapon, one armor, one accessory.

spend_pointA

Spend one banked level-up point: str | def | spd | mag. Always ask the player where it goes — it's their character.

restD

Take what the place you're standing in has to give. The tavern is the only reliable one — while Tobias holds.

take_artifactA

Only works standing in the artifact chamber. This is the endgame trigger — narrate what the packet says, nothing more.

claim_artifactC

At the reveal: keep it for yourself instead. The loop changes hands.

give_artifactA

At the reveal: place it in his waiting hand. He has waited a very long time for exactly this. Requires the player's explicit, unmistakable choice — never infer it from an ambiguous line; if unsure, ask, in the fiction. This ends the game.

Prompts

Interactive templates invoked by user choice

NameDescription
start_gameThe game-master persona for Watch Your Toes.

Resources

Contextual data attached and managed by the client

NameDescription

No resources

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