Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
git clone --depth 1 https://github.com/sponticelli/gamedev-claude-pluginsWrote 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/commands/sponticelli/gamedev-claude-plugins/npc-spec)<a href="https://agentmods.dev/commands/sponticelli/gamedev-claude-plugins/npc-spec"><img src="https://agentmods.dev/badge/commands/sponticelli/gamedev-claude-plugins/npc-spec.svg" alt="Measured on agentmods" 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 | $0.00008 | $0.00863 |
| Opus 5 | $0.00004 | $0.00432 |
| Sonnet 5 | $0.00002 | $0.00173 |
| Haiku 4.5 | $0.00001 | $0.00086 |
Grade A, and why
npc-spec 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 7d 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 — 159 lines — stays where its author put it; the contents beside it link to each section on GitHub.
NPC Specification Generator
Create a comprehensive NPC behavior specification.
Context Gathering
Before generating the NPC spec, understand the character:
Analyze NPC Role
- What's their function in the game?
- How does the player interact with them?
- Are they combat-capable?
- Do they have dialogue?
Understand Context
- Where do they appear?
- What's their narrative role?
- Are they recurring or one-time?
- What factions/groups are they part of?
Check Technical Needs
- What AI system will be used?
- What animations are available?
- What's the performance budget?
- What other NPCs exist for reference?
Identify Personality
- What's their disposition?
- What motivates them?
- What are their quirks?
- How do they react to the player?
Use this context to create complete NPC specification.
Output Format
# NPC Specification: [NPC Name/Type]
## Overview
**Classification:** [Enemy/Neutral/Ally/Companion]
**Role:** [Merchant/Quest-giver/Guard/etc.]
**Location(s):** [Where they appear]
**Frequency:** [Always/Conditional/Unique]
## Identity
### Basic Info
**Name:** [Name or naming pattern]
**Appearance:** [Visual description]
**Voice:** [Vocal qualities]
### Personality
| Trait | Level | Expression |
|-------|-------|------------|
| [Trait] | [1-10] | [How it shows] |
### Motivation
**Wants:** [Goals]
**Fears:** [Avoids]
**Secret:** [Hidden aspect]
## Behaviors
### Idle State
**Default activity:** [What they do normally]
**Animations:** [Idle animation set]
**Variations:** [Different idle behaviors]
**Schedule:** [Time-based changes, if any]
### Interaction
**Player approach:** [How they react]
**Dialogue trigger:** [How to talk to them]
**Services:** [What they offer]
**Relationship tracking:** [If tracked]
### Combat (if applicable)
**Aggression:** [Passive/Defensive/Aggressive]
**Combat style:** [How they fight]
**Triggers:** [What makes them hostile]
**Allies:** [Who they fight with]
**Flee threshold:** [When they run]
### Reactions
| Trigger | Reaction |
|---------|----------|
| Player approaches | [Response] |
| Attacked | [Response] |
| Ally attacked | [Response] |
| Gift received | [Response] |
| Threat nearby | [Response] |
## Dialogue
### Voice Characteristics
**Style:** [Formal/Casual/Rough/etc.]
**Vocabulary:** [Simple/Complex]
**Quirks:** [Speech patterns]
### Key Lines
**Greeting (first):** "[Line]"
**Greeting (return):** "[Line]"
**Farewell:** "[Line]"
**Busy/dismissive:** "[Line]"
**Combat taunt:** "[Line]"
### Dialogue Trees
[Reference to dialogue content or structure]
## Technical Requirements
### AI Behavior
**System:** [FSM/BT/Other]
**Complexity:** [Simple/Medium/Complex]
**Key states:** [Main behavior states]
### Animation Requirements
| Animation | Priority | Notes |
|-----------|----------|-------|
| [Animation] | [Required/Nice-to-have] | [Details] |
### Audio Requirements
| Audio | Type | Notes |
|-------|------|-------|
| [Sound] | [VO/SFX] | [Details] |
## Spawning
### Placement
**Locations:** [Where they spawn]
**Density:** [How many]
**Conditions:** [Spawn requirements]
### Schedule
[Time-based spawn rules if any]
## Relationships
### With Player
**Starting:** [Neutral/Friendly/Hostile]
**Can change:** [Yes/No]
**Factors:** [What affects it]
### With NPCs
| NPC/Group | Relationship |
|-----------|--------------|
| [NPC] | [Friend/Neutral/Enemy] |
## Implementation Notes
[Technical considerations, dependencies, risks]
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.
- 7d ago First seen · 159 lines · 8 tokens per session scan A 3b2480aa8d10
npc-spec is a command published in the GitHub repository sponticelli/gamedev-claude-plugins (15 stars, last pushed 7mo ago), licensed MIT. It adds 8 tokens to every session and 863 once invoked, about $0.0000 per session on Opus 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 2026-08-30.
Other commands, from other repositories
sim
Run the EmbodiedGen simulation rendering workflow with sim-cli.
cert-check
Review the current state against certification and platform compliance expectations.
combat-design
Design or revise combat rules, variables, readability, and tuning direction.
ui-flow-review
Review menus, HUD, navigation, and player flow from a UX perspective.
status
Show 3d-design team status and recent activity.
unity-optimize
Profile and optimize performance — uses MCP profiler for frame timing, memory, rendering stats. Identifies bottlenecks and applies fixes.