design-npc

design-npc is a skill for Claude Code from ouzlifaneyassine1-dot/onyx-engine. It costs 101 tokens per session (6,748 once invoked), scanned A, a copy of design-npc, MIT.

A guided method for designing how a video-game enemy, boss, companion, or other non-player character perceives, decides, acts, signals behavior, and is defeated.

In plain words
What is it for?
Choosing an NPC type, defining perception and personality, building intent and action state machines, designing telegraphs, handling defeat, and producing a GDScript outline with a node tree.
Why use it?
It helps turn character ideas into readable behavior that players can understand, while allowing groups of characters to vary instead of acting identically.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter. Also seen: mentions Claude Code; mentions Codex.

Part of the onyx plugin — 77 skills, 1 command, 2 hooks, 1 MCP server shipped together

Good fit Choosing an NPC type, defining perception and personality, building intent and action state machines, designing telegraphs, handling defeat, and producing a GDScript outline with a node tree.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/ouzlifaneyassine1-dot/onyx-engine/design-npc
Install

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.

Any agent
npx skills add ouzlifaneyassine1-dot/onyx-engine --skill design-npc
Clone the repo
git clone --depth 1 https://github.com/ouzlifaneyassine1-dot/onyx-engine

Made for: Claude Code.

Or install onyx, the plugin that ships this one along with the rest of its 77 skills, 1 command, 2 hooks, 1 MCP server.

Wrote 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.

agentmods badge for design-npc

README.md
[![agentmods](https://agentmods.dev/badge/skills/ouzlifaneyassine1-dot/onyx-engine/design-npc/github.svg)](https://agentmods.dev/skills/ouzlifaneyassine1-dot/onyx-engine/design-npc)
Your own site
<a href="https://agentmods.dev/skills/ouzlifaneyassine1-dot/onyx-engine/design-npc"><img src="https://agentmods.dev/badge/skills/ouzlifaneyassine1-dot/onyx-engine/design-npc/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.

agentmods 80×15 button for design-npc

Your own site · 80×15
<a href="https://agentmods.dev/skills/ouzlifaneyassine1-dot/onyx-engine/design-npc"><img src="https://agentmods.dev/badge/skills/ouzlifaneyassine1-dot/onyx-engine/design-npc.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 101 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 6,748 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin 89% copy Near-identical to another mod in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5.1 $0.00101 $0.06748
Opus 5 $0.00051 $0.03374
Sonnet 5 $0.00020 $0.01350
Haiku 4.5 $0.00010 $0.00675

Measured 10d ago against content hash 4d4c60a0107e, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

design-npc 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 10d 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.

Origin

This is a copy

89% identical to design-npc — 72 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

skills/ai-and-npcs/design-npc/SKILL.md · 488 lines

How it starts

The opening of the file, as written. The whole thing — 488 lines — stays where its author put it; the contents beside it link to each section on GitHub.

/design-npc — Design an NPC's Behavior End-to-End

Overview

A good NPC is legible and alive. The player can read its mood, predict its next move, and feel the consequence of theirs — and the four enemies in a patrol squad don't all behave like clones of one designer-authored script. This skill walks the canonical NPC AI pattern from the inside out: what the NPC perceives, what it wants (intent), what it does (action), what tells signal each state, and how it dies.

Core principle: behavior is what the player sees. Two layers separate doing from wanting: an action state machine the body runs, and an intent layer above it that reads perception + personality and tells the action SM what to aim at.

Second principle: identical NPCs are predictable, and predictable is boring. Every spawned instance jitters its personality knobs so a squad of four grunts produces emergent variety with zero designer authoring.

Steps

1. Pick the NPC archetype

Open with the question. Wait.

What's the NPC for? Pick the closest:

  • Basic enemy (melee/ranged grunt, dies in 1–3 hits)
  • Boss (named, scripted phases, 30–120 sec fight)
  • Quest-giver (talks, gives objectives, doesn't fight)
  • Friendly companion (follows player, helps in combat)
  • Civilian / ambient (reacts to events, no combat AI)
  • Wave-spawned mob (cheap, many at once, simple behavior)

Each archetype maps to a different complexity budget:

Archetype Action states Intents Perception Personality range
Basic enemy 4 (calm / alert / aggressive / defeated) 5 (idle / investigate / hunt / kill / retreat) Sight cone + LOS raycast Wide
Boss 6–10 (per phase) 5–7 incl. RESCUE_ALLY Sight + hearing + scripted Narrow, biased high
Quest-giver 2 (idle / talking) 1 (idle) Trigger area None — fixed
Companion 5 4 (follow / support / engage / retreat) Sight + group Narrow, biased low aggression
Civilian 3 (wander / panic / dead) 2 (idle / retreat) Hearing Caution biased high
Wave mob 2 (charge / dead) 1 (kill) Direct line to player None

Read the full file on GitHub · 488 lines

Changes

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.

  1. 10d ago First seen · 488 lines · 101 tokens per session scan A 4d4c60a0107e

Subscribe to this mod's changes

design-npc is a skill published in the GitHub repository ouzlifaneyassine1-dot/onyx-engine (0 stars, last pushed 2mo ago), licensed MIT. It adds 101 tokens to every session and 6,748 once invoked, about $0.0005 per session on Opus 5. A static security scan graded it A with 0 findings. It is 89% identical to design-npc, differing in 72 lines, and is treated as a copy.

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