agentic-z-updatePulls the latest Agentic-Z template files (agents, skills, docs) from upstream into this clone and commits them, leaving workspace/ mod work untouched. Use when the user asks to update Agentic-Z or pull template improvements, or when the SessionStart nudge says upstream is ahead.
clean-repoRemoves every template-managed artifact across all domains by running each domain's clean-workspace skill after one combined dry run and prompt. Use when the user wants a full pre-push reset; for one domain or one mod, use that domain's cleanup skill instead.
docs-syncChecks the React wiki (its own repo, cloned next to this one) against the source: agent and skill lists, the count claims listed in its claims table, and the grade tables, and fixes wrong counts in place with --apply. Use after adding, renaming or removing an agent or skill, after a grading round, a
sync-skillsLinks every skill in this repo's skills/ and .claude/skills/ into each agent CLI's home skills folder (Codex and Gemini by default, Claude Code on request, or any agent in agents.json) so all of them see the same slash commands, and removes those links with --unlink. Use when you have just cloned th
dayz-add-scaffoldAdds missing DayZ mod scaffold pieces (config.cpp, $PBOPREFIX$, Workbench gproj, README, folders) to a folder already in workspace/ without overwriting files, and can create its P:\\ link. Use when a workspace mod lacks scaffold pieces or its P: link, such as a hand-cloned or older mod.
dayz-add-serverSets up an isolated DayZ test server instance under .server/<instance>/ with its own mission copy, serverDZ.cfg and profiles. Use when you need a new test instance before /dayz-launch-test (for example chernarus or chernarus-hardcore), or to refresh the mission after a DayZ update.
dayz-askAnswers a plain English question about vanilla DayZ with checked path:line citations. Use when the user asks how vanilla does something, where it lives, or what a vanilla class or config value does.
dayz-balanceCompares a DayZ mod's item stats with similar vanilla items and flags outliers with file:line and the vanilla median. Use it after writing item configs, or when the user asks whether an item is overpowered, too heavy or balanced.
dayz-build-imagesetPacks PNG sprites from a mod's .gui-sources/<setname>/ folders into a DayZ .imageset definition and .paa atlas under gui/imagesets/. Use when a mod's HUD or menu icons need to become an imageset that .layout files can reference.
dayz-build-pboPacks a mod from workspace/<ModName>/ into a binarized .pbo at P:\\Mods\\@<ModName>\\Addons\\ with DayZ Tools AddonBuilder. Use when a mod's source changed and you need a fresh PBO before /dayz-launch-test, or a clean rebuild to chase a stale-asset bug.
dayz-clean-workspaceRemoves mod scaffolds the toolkit created, with their P:\\ junction and deploy folder, and optionally .server/. Never deletes a git repo, a hand-placed mod or an imported mod's source. Use when you want to delete a mod from the workspace or reset the project.
dayz-conflict-checkCompares a mod with other mods under P:\\Mods (CF, COT and Expansion by default) and reports prefix, path and class name collisions with file:line, owner and fix. Use before releasing a mod that runs beside CF, COT or Expansion.
dayz-cot-bootstrapGrants the developer Community-Online-Tools (COT) admin on a local DayZ test server in one run: launches with COT, waits for its permission files, grants the player admin and relaunches. Never edits Roles/everyone.txt. Use when you need COT admin on a test instance after /dayz-add-server and /dayz-b
dayz-deploy-pboCopies prebuilt PBOs and keys from a workspace bundle (workspace/<ModName>/Addons and Keys) to P:\\Mods\\@<ModName>\\ without AddonBuilder. Use when a mod ships only PBOs (third-party or umbrella bundles), or after /dayz-build-pbo builds a bundle's linker PBO.
dayz-edit-typesAdds, updates or removes one <type> entry in a DayZ Central Economy types.xml (nominal, min, lifetime, restock, quantmin, quantmax, cost, category, usage, value, tag), or checks a pasted chunk of many <type> entries and merges them all, backing the file up first. Use when a mod item needs a spawn en
dayz-gateRuns the build, in-game, behavior and visual gates as scripts, with PASS or FAIL, triaged failures and a stored result for each. Use when gating a finished wave or checking a mod builds, loads, works and looks right in game.
dayz-healthShows a mod's health page: the last build, the last test, the open findings from lint, the gates and review, and the history of every gate run. /dayz-gate stores each result as JSON under .server/!Health/<ModName>/ and the script writes the page as Markdown and HTML. Use when the user asks how a mod
dayz-import-modLinks a DayZ mod folder kept elsewhere on disk into workspace/<ModName>/, or clones a GitHub link there, and creates its P:\\<ModName>\\ junction, so build, launch and clean skills work on it, offering to add missing scaffold files. Refuses Steam Workshop links. Use when you want to work on a mod re
dayz-initRuns first-run DayZ setup in an Agentic-Z clone (environment check, scaffold or import a mod, optional test server), then serves as a status hub that dispatches to the /dayz-* skills. Use when the user starts DayZ modding, says \"init\" or \"set up DayZ\", or wants a status overview and next action.
dayz-launch-objectbuilderOpens DayZ Tools' Object Builder (the .p3d model editor), optionally on a specific .p3d or the one .p3d in a mod's P: folder. Needs /dayz-setup-objectbuilder run once. Use when you need to inspect or edit a .p3d model, such as adding LODs, named selections or memory points.
dayz-launch-testLaunches a local DayZ Diag server for an instance from /dayz-add-server, then the diag client connected to it with the given built mods loaded. Run-only; does no setup. Use when you want to test built mods in game, or to preview the exact launch commands with a dry run.
dayz-launch-workbenchOpens Enfusion Workbench (DayZ Tools' script and UI editor) on vanilla DayZ or on a mod's gproj so vanilla and mod scripts compile together. Use when you want to write or debug a mod's Enforce Script or .layout files with Workbench's compiler and code completion.
dayz-layout-previewRenders a DayZ .layout to approximate PNG previews at several screen sizes (1280x720, 1920x1080, 2560x1440, 3440x1440 by default): widget boxes, panel colors, text and image placeholders placed from position, size, the exact toggles, halign and valign. Flags widgets that leave the screen, have no ar
dayz-lintFinds errors that would stop a DayZ mod loading, before it is packed: config.cpp syntax, CfgPatches, requiredAddons, $PBOPREFIX$ and its P: link, script modules, modded classes, missing files and bad suffixes. Prints PASS or FAIL with file:line findings, each with an owner and a fix. Runs first insi
dayz-logwatchWatches the server and client script and RPT logs of a running test session and triages each new error line the moment it appears: a known error prints its fix and owner, a new one is flagged for dayz-mod-debugger. Use while you play a test session started with /dayz-launch-test.
dayz-new-modScaffolds a brand-new DayZ mod under workspace/<ModName>/ (config.cpp, $PBOPREFIX$, script folders, Workbench gproj), links it at P:\\<ModName>\\ and makes it the active /dayz-init project. Use when starting a new mod; use /dayz-import-mod for a folder elsewhere and /dayz-add-scaffold to fill gaps.
dayz-p3d-auditAudits DayZ .p3d models and their config.cpp, model.cfg and .rvmat for collision, action, physics, animation and path problems (report only). Use when an object has no collision or actions, players walk through it, a Blender export fails, textures are missing, animations don't play, or the user asks
dayz-pack-textureConverts PNG or TGA images to DayZ .paa textures with ImageToPAA, after checking each filename has a texture-role suffix such as _co, _ca, _nohq or _smdi. Use when a mod's textures need packing for config.cpp, .rvmat or hiddenSelectionsTextures references.
dayz-particlesReference for creating and playing custom DayZ particle effects without Workbench: .ptc and .emat files, .edds sprites, the Particle, ParticleManager and SEffectManager script API, and the vanilla particle catalog. Use when an agent needs to look up a particle format, API call or vanilla effect; the
dayz-preflightChecks the DayZ modding environment (P:\\ mounted, DayZ Tools, DayZ Diag and DayZ Server installed, vanilla data unpacked, P:\\Mods junction) and creates the junction if it is missing. Use when starting DayZ work, after a reboot or fresh clone, or when another DayZ skill reports an environment probl
dayz-recipeStarts a mod plan from a recipe (new weapon, new vest, new craftable): fills in the classes, the vanilla parents, the files, a task per team with a done check and the /dayz-gate behavior checks, after checking every vanilla class, script symbol and fit against P:\\. Writes output/<ModName>-plan/plan
dayz-record-correctionTurns the user's correction of how the mod team built something into a written rule with good and bad examples, confirms it, and saves it where every agent follows it. Use whenever the user corrects the team's code, config, structure or behavior, or says \"remember this\" or \"always/never do X\".
dayz-release-packWrites the release texts for a DayZ mod in one go: the Steam Workshop description, a changelog entry from the mod's git history, the classname list from config.cpp and the server owner install notes. Every fact comes from the mod's files; anything the script cannot know is a warning to settle. Use w
dayz-routePicks the skill, agent or team for a DayZ request with free keyword rules, then Jev when configured, and prints one JSON decision, including when the dayz-router agent is needed. Use when a new DayZ request arrives in the main session, before choosing a handler yourself.
dayz-scope-modRestricts edits to one mod under workspace/<ModName>/ by adding Edit deny rules for every other mod's workspace, P:\\ and deploy folders; reads stay broad. Use when a session or subagent should work on a single mod, or to lift that scope again.
dayz-search-downloadDownloads the prebuilt DayZ RAG search index from the repo's GitHub releases, verifies its SHA-256 and installs it for the dayz-rag MCP server. Use when setting up a fresh machine instead of building the index locally with /dayz-search-index.
dayz-search-indexBuilds the semantic-search index over vanilla DayZ source on P:\\ (scripts, configs, layouts, rvmats, XML, JSON) with Voyage AI embeddings in LanceDB for the dayz-rag MCP server. Use when setting up a new machine, after a DayZ update or re-extraction, or when search_dayz_source reports no index.
dayz-server-kitZips what a server owner needs to run a DayZ mod: types.xml entries for every spawnable class, the cfgeconomycore.xml lines that load them, the load order and the public .bikey. Never packs a .biprivatekey. Use when a mod is released, alongside /dayz-release-pack.
dayz-setup-objectbuilderConfigures Object Builder (DayZ Tools' .p3d editor) by importing DayZ Tools' default registry settings and preferred view flags. Use when Object Builder is opened for the first time on a machine, after a DayZ Tools reinstall, or when it opens with broken panel layouts.
dayz-split-typesSplits a monolithic DayZ types.xml into per-category files under db/types/ and registers them in cfgeconomycore.xml, backing up every changed file. Use when a mission's types.xml has grown too large to edit by hand or a server owner wants categorized economy files.
dayz-statuslineInstalls a one-line DayZ status line showing whether P:\\ is mounted, the active mod, whether DayZDiag is running and the RAG index age, and can remove it. Use when the user wants DayZ environment state always visible instead of running /dayz-preflight or the /dayz-init hub.
dayz-stop-testKills every running DayZDiag_x64.exe process (local test server and client). Use when a /dayz-launch-test session needs to stop, including when the environment is half-broken; does not gate on /dayz-preflight.
dayz-upgrade-guardSnapshots every vanilla class on P:\\ (script classes with their parent and method signatures, config classes with their parent and the properties they set). After a DayZ update it takes a new snapshot, diffs it with the last one and lists the mod classes whose vanilla parents changed, with file:lin
dayz-workdriveMounts or unmounts P:\\ as the DayZ work drive without opening the DayZ Tools GUI. Windows-only and idempotent. Use when P:\\ is not mounted (usually after a reboot) before any other DayZ skill, or when the user asks to mount or unmount the work drive.