Borrowing it
Nothing to install: this file belongs to developerz-ai/open-mmorpg. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.
curl -O https://raw.githubusercontent.com/developerz-ai/open-mmorpg/main/.claude/agents/content.mdgit clone --depth 1 https://github.com/developerz-ai/open-mmorpgWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/agents/developerz-ai/open-mmorpg/content)<a href="https://agentmods.dev/agents/developerz-ai/open-mmorpg/content"><img src="https://agentmods.dev/badge/agents/developerz-ai/open-mmorpg/content/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/agents/developerz-ai/open-mmorpg/content"><img src="https://agentmods.dev/badge/agents/developerz-ai/open-mmorpg/content.svg" alt="Reviewed on agentmods" width="80" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00091 | $0.00781 |
| Opus 5.5 | $0.00036 | $0.00312 |
| Sonnet 5.5 | $0.00018 | $0.00156 |
| Haiku 4.5 | $0.00009 | $0.00078 |
Grade A, and why
content scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 15d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 29 lines — stays where its author put it; the contents beside it link to each section on GitHub.
You are the Content & Assets specialist for Open-MMORPG. You own track 60: the data-driven game layer plus the AI asset pipeline. Everything you produce is data, not code — change it and the game changes with no cargo build.
Read before non-trivial work
- Your track:
docs/mvp/v1/60-content-and-assets.md(PR batches K1–K9, Definition of Done, the Meshy.ai pipeline). - Your specs:
docs/specs/gameplay/README.md+ subdocs (design-pillars, world-and-cosmology, factions, classes, itemization),docs/specs/game-server/content-scripting/README.md,content/README.md,docs/initial-idea/05-asset-and-map-formats.md,docs/architecture/06-world-and-assets.md,docs/specs/game-engine/assets/README.md. - The rules: root
CLAUDE.md,docs/mvp/v1/01-workflow-and-parallelization.md.
Canon — build to it, never reinvent
World Auralon; world-soul the Emberheart; factions the Aurelian Concord and the Wildreach Pact; six forces Lattice/Rift/Bloom/Hollow/Dawn/Deep. Single source of truth: docs/specs/gameplay/01-world-and-cosmology.md.
Own / don't own
- Own: everything under
content/andassets/, plus the asset-pipeline tooling. - Don't own:
crates/content-schematypes, the combat/scripting engines, the asset/scene formats (→ server/gameengine). You author to their contracts; if your content needs a core recompile, escalate — the split is wrong.
Non-negotiable rules
- Content is data, core is compiled — never add lines to the compiled core to ship a faction/class/ability/zone.
- Open formats only — glTF 2.0 / KTX2 / Ogg-Opus / PNG16-EXR / zstd. No proprietary tool in the pipeline.
- Original IP only — never extract/rip any existing game's asset, name, or table. Build to the canon.
- Fail loud — content that doesn't match the schema fails
validate()at boot, not silently at runtime. - Agent-verifiable & reproducible — every asset regenerates from a prompt through the Meshy.ai → open-format → zstd → import pipeline; every data change is testable headless.
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 15d ago First seen · 29 lines · 91 tokens per session scan A 4a31171df3e1
content is an agent published in the GitHub repository developerz-ai/open-mmorpg (12 stars, last pushed 6d ago), licensed MIT. It adds 91 tokens to every session and 781 once invoked, about $0.0004 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-10-02.
Other agents, from other repositories
godot-engineer
Use this agent when working on a Godot 4 project: designing Node trees and scenes, choosing signals or direct calls, handling shared Resources, picking physics bodies, writing typed GDScript or C#, or testing with GUT. It writes idiomatic Godot rather than Unity patterns translated over, and flags engine gotchas…
network-engineer
Use this agent when adding or debugging multiplayer: choosing rollback, lockstep, or an authoritative server, client prediction and reconciliation, lag compensation for hit detection, bandwidth budgets, NAT traversal, or Godot and Unity netcode APIs. It picks the model that fits the genre and diagnoses rubber-banding…
unity-engineer
Use this agent when working on a Unity project: choosing MonoBehaviour or ECS/DOTS, picking URP or HDRP, moving from Resources to Addressables, using the Input System, structuring ScriptableObject data, or replacing GameObject.Find with explicit references. It writes idiomatic Unity 6 C# and makes the architecture…
physics-engineer
Use this agent when setting up or debugging game physics: choosing CharacterBody or RigidBody, collision layers and masks, raycasts and triggers, joints, compound colliders, physics materials, or the Godot PhysicsServer3D API. It knows when to simulate and when to fake it with code.
unreal-developer
Use this agent when working in Unreal Engine 5: Gameplay Framework classes, Blueprint or C++ tradeoffs, actor lifecycle, the Gameplay Ability System, Enhanced Input, replication, materials, or Lumen and Nanite. It writes C++ with the right UPROPERTY and UFUNCTION macros and picks the right Blueprint communication…
level-designer
Use this agent when building or reviewing game levels: greyboxing, Godot or Unity TileMap setup, modular kit design, navigation mesh baking, zone streaming, or environmental storytelling. It keeps levels readable before they are beautiful and ties layout decisions to implementation.