wyt-mcp
Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
| WYT_MCP_DB | No | Optional 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
| Capability | Details |
|---|---|
| tools | {
"listChanged": false
} |
| prompts | {
"listChanged": false
} |
| resources | {
"subscribe": false,
"listChanged": false
} |
| experimental | {} |
Tools
Functions exposed to the LLM to take actions
| Name | Description |
|---|---|
| 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 Costs nothing but standing — withdrawn or hating NPCs refuse.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 |
| 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
| Name | Description |
|---|---|
| start_game | The game-master persona for Watch Your Toes. |
Resources
Contextual data attached and managed by the client
| Name | Description |
|---|---|
No resources | |
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