claude

agentic-z

AI agent stack for DayZ modding. After install, run /dayz-init for a guided setup wizard that takes you from empty repo to mod-loaded-in-DayZ. Ships specialist subagents and DayZ slash skills covering the full mod pipeline (preflight, scaffold, build PBO, launch test, types.xml, RAG indexer), plus the dayz-rag MCP server for semantic search over vanilla DayZ source.

20 on GitHubby DayZ n' Chillv2.1.0Custom (Agentic-Z License, see LICENSE)updated 17 days ago
/

Plugin agentic-z from marketplace dayz-n-chill in DayZ-n-Chill/Agentic-Z. Commands read from the repo's manifest — 17 days ago.

This plugin runs code on your machine — its hooks fire automatically on events like tool use and it starts local MCP servers. The exact commands are listed below; read them before installing.

What it installs

Skills (44)

  • agentic-z-update

    Pulls 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-repo

    Removes 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-sync

    Checks 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-skills

    Links 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-scaffold

    Adds 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-server

    Sets 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-ask

    Answers 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-balance

    Compares 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-imageset

    Packs 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-pbo

    Packs 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-workspace

    Removes 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-check

    Compares 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-bootstrap

    Grants 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-pbo

    Copies 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-types

    Adds, 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-gate

    Runs 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-health

    Shows 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-mod

    Links 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-init

    Runs 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-objectbuilder

    Opens 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-test

    Launches 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-workbench

    Opens 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-preview

    Renders 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-lint

    Finds 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-logwatch

    Watches 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-mod

    Scaffolds 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-audit

    Audits 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-texture

    Converts 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-particles

    Reference 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-preflight

    Checks 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-recipe

    Starts 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-correction

    Turns 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-pack

    Writes 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-route

    Picks 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-mod

    Restricts 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-download

    Downloads 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-index

    Builds 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-kit

    Zips 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-objectbuilder

    Configures 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-types

    Splits 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-statusline

    Installs 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-test

    Kills 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-guard

    Snapshots 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-workdrive

    Mounts 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.

Subagents (30)

  • agent-creator

    Creates, validates and modernizes Claude Code agent files against the current subagent spec. Use when a new agent definition is needed, an existing one needs checking, or an older agent file needs bringing up to date.\n\n<example>\nContext: User wants a new agent for a specific purpose.\nuser: \"Cre

  • dayz-ai-specialist

    Script worker for computer controlled characters in DayZ: infected, animals, and patrols or guards built on them. Writes the user's own behavior classes from vanilla infected and animal code, never copied from another mod, and returns spawn setup for the server lead through the script lead. Use for

  • dayz-animation-specialist

    Art worker that makes DayZ objects move: doors, lids, hatches, triggers and other moving parts. Writes the bones and animations in `model.cfg`, handles `.rtm` files, writes Blender handoff notes, and names the script hook that plays each animation. Use for animation tasks from the art lead or a dire

  • dayz-asset-specialist

    Art worker for DayZ textures and materials: converts correctly suffixed source images to `.paa` via /dayz-pack-texture (reports wrong or missing suffixes instead of renaming) and writes `.rvmat` materials. Hands `.p3d` and `model.cfg` work to dayz-object-builder. Use for texture and material tasks f

  • dayz-audio-fx-specialist

    Sound and effects worker for DayZ mods: CfgSoundShaders and CfgSoundSets (samples, volume, how far a sound carries), particle effects such as smoke, sparks and muzzle flashes built from the /dayz-particles reference, and the script lines that play them. Use when any lead's task needs a sound or a vi

  • dayz-build-checker

    Fallback build gate: packs a mod with `/dayz-build-pbo` (or checks a prebuilt bundle with `/dayz-deploy-pbo`) and gives PASS or FAIL on AddonBuilder errors. The orchestrator normally runs `/dayz-gate build` and starts this agent only when that script errors (exit 2).\n\n<example>\nContext: `/dayz-ga

  • dayz-build-engineer

    Release worker that turns a mod whose tasks all passed their gates into a test build the user can play: builds the PBO (or deploys a bundle's PBOs with /dayz-deploy-pbo), sets up the test server if needed, and launches a session for the user to look at. Use for the release lead's build and test-sess

  • dayz-config-specialist

    Config worker for DayZ `config.cpp`: CfgPatches, CfgVehicles, inheritance from vanilla classes, hidden selections, inventory slots and `healthLevels[]` damage materials. Use for config.cpp tasks from the config lead or a direct request. Classes owned by dayz-weapon-specialist, dayz-vehicle-specialis

  • dayz-docs-writer

    Release worker that writes and updates a mod's README, changelog, install notes and the classnames server owners need for types.xml, and runs the release-pack and server-kit scripts for the Workshop text and the server owner kit. Use after a mod's tasks pass their gates, or when its docs are missing

  • dayz-ingame-tester

    Fallback in-game gate: loads a built mod on a local DayZ Diag server and client, reads the logs and gives PASS or FAIL. The orchestrator normally runs `/dayz-gate ingame` and starts this agent only when that script errors (exit 2), after the build gate passed. If a test session it did not start is a

  • dayz-layout-validator

    Checks DayZ `.layout` files (property-file format, not XML) against the Figma-to-DayZ rules. It is a gate: `dayz-lead` or the main session calls it on any `.layout` change, including after `figma-to-dayz-layout`, and it reports PASS or FAIL without editing. Repairs go to `figma-to-dayz-layout`.\n\n<

  • dayz-lead

    Leads one Agentic-Z team (script, config, art, UI, server or release) for the dayz-orchestrator. Starts the right specialist workers for the team's tasks, runs the read-only review gates, sends failures back with notes, and reports back. Use it when the orchestrator hands a team its tasks.\n\n<examp

  • dayz-map-specialist

    Server-team worker for DayZ terrain: Terrain Builder projects, heightmaps, satellite and mask images, `layers.cfg`, surface definitions, clutter, and importing DayZ Editor object exports. Use for terrain and map-building tasks from the server lead or straight from the main session.\n\n<example>\nCon

  • dayz-mod-architect

    Plans a DayZ mod before anything is built: classes and files, vanilla parents, assets, dependencies, load order, and a task list split by team with done checks. Writes plans, not mod files. Use at the start of a new mod or big feature, or when the orchestrator needs a design decision.\n\n<example>\n

  • dayz-mod-debugger

    Diagnoses DayZ mod failures from engine logs (`script.log`, RPT, `crash.log`, BattlEye) and `/dayz-gate` reports, traces each to a file, class and line, and names the worker who should fix it; fixes nothing. The orchestrator sends it gate failures `/dayz-gate` triage marks new, `dayz-lead` sends it

  • dayz-mod-reviewer

    Read-only review of a mod under `workspace/<ModName>/`: config and `CfgPatches`, hidden selections, `$PBOPREFIX$`, texture suffixes, `types.xml` and modded-class mistakes. Returns PASS or FAIL with each finding routed to its owning worker. `dayz-lead` runs it as every task's gate; it can also run be

  • dayz-object-builder

    Art worker for DayZ `.p3d` models and `model.cfg`: LODs, named and hidden selections, named properties, proxies and skeletons. Returns step-by-step Object Builder instructions plus the config lines other workers need, and writes `model.cfg` itself. Use when a `.p3d`'s LODs, selections, proxies, mass

  • dayz-orchestrator

    Runs a whole DayZ mod build as the main session: plans the user's idea with dayz-mod-architect, gets approval, hands tasks to dayz-lead teams, runs the build, in-game, behavior and visual gates each wave, and tracks it to a tested PBO. Start with `claude --agent agentic-z:dayz-orchestrator` (or `cla

  • dayz-persistence-specialist

    Persistence worker for DayZ mods: data that must survive a server restart, `OnStoreSave` and `OnStoreLoad` with a save version written first, upgrade paths for old saves, base building parts, and the data loss audit before a release. Use for saving tasks from the script lead or a direct /dayz-route

  • dayz-physics-specialist

    Physics worker for DayZ objects: mass, Geometry and Fire Geometry collision, dropping, throwing and contact with players and vehicles. Finds why an item falls through a floor, floats, can't be thrown or lets bullets through, and hands the fix to the owner of the file (dayz-object-builder, the class'

  • dayz-router

    Picks the one skill, agent or team that should handle a DayZ request and returns a single JSON decision, nothing else. The main session asks it only when `/dayz-route` (keyword rules, then Jev) returns `{\"route\": null, \"next\": \"dayz-router\"}`.\n\n<example>\nContext: /dayz-route had no confiden

  • dayz-script-specialist

    Script worker for DayZ Enforce Script mod code: `modded class` overrides, new item and action classes, RPCs, net sync and mission hooks. Use for the script lead's game-logic tasks or a direct script request. Log diagnosis goes to dayz-mod-debugger, UI scripts to dayz-ui-specialist, saving data to da

  • dayz-server-admin

    Server-team worker for a DayZ test instance's mission and economy files and its server config: `types.xml`, `events.xml`, `cfgeventspawns.xml`, `cfgeconomycore.xml`, `cfgspawnabletypes.xml`, `cfggameplay.json`, fixed-prop spawner JSON files, `init.c` and `serverDZ.cfg`. Use for the server lead's loo

  • dayz-ui-specialist

    Builds DayZ UI: `.layout` files, widget scripts, HUD and menu logic, and recolors of vanilla UI. Use when the task is a .layout, HUD, menu, widget script or vanilla UI recolor that is not a raw Figma conversion. Works in the UI team under `dayz-lead`, or directly for hand-described UI. Figma designs

  • dayz-vehicle-specialist

    Builds DayZ cars, boats, helicopters and motorbikes: the CfgVehicles class and its SimulationModule, slots for doors, wheels and engine parts, fluids, crew seats, damage zones, and the CarScript, BoatScript, HelicopterScript or MotorbikeScript class. Use for the config lead's vehicle tasks or a dire

  • dayz-weapon-specialist

    Weapon worker for DayZ firearms: CfgWeapons, CfgMagazines and CfgAmmo classes, attachment slots, recoil classes, fire modes and muzzle effects, plus the list of model selections the art lead must provide. Use for the config lead's weapon tasks or a direct firearm request; dayz-config-specialist hand

  • dayz-wearables-specialist

    Wearables worker for DayZ clothing, gear and survivor characters: inventory slot and vanilla parent, cargo, protection, insulation, hidden selections for each color, and proxy notes for Object Builder. Use for clothing, vest, backpack, headgear and character tasks from the art lead (dayz-lead runnin

  • dayz-workbench-specialist

    Script-team worker for Enfusion Workbench plugins: editor-time Enforce Script tools that add commands or batch automation to DayZ Tools' Workbench, with every API verified against the installed tools. Not for in-game UI (dayz-ui-specialist). Use for the script lead's Workbench plugin tasks.\n\n<exam

  • figma-node-normalizer

    First stage of the Figma-to-DayZ pipeline: fetches a Figma node tree through the Figma MCP, drops decorative wrappers, types each node and records its sizing, and returns normalized JSON for `figma-to-dayz-layout`. Use whenever a Figma URL, file key or node ID is the input and the goal is a DayZ `.l

  • figma-to-dayz-layout

    Second stage of the Figma-to-DayZ pipeline: converts `figma-node-normalizer`'s JSON into a DayZ `.layout` in the engine's property-file format (not XML), with prefix-correct widget classes and responsive sizing. Use after the normalizer has run on a Figma node, or in repair mode to fix a `.layout` t

MCP servers (1)

  • dayz-rag

    runs: python ${CLAUDE_PLUGIN_ROOT}/.claude/mcp/dayz-rag/server.py

Hooks (3)

  • UserPromptSubmit

    P=python; python -c '' >/dev/null 2>&1 || P=py; "$P" "${CLAUDE_PLUGIN_ROOT}/hooks/paste_router.py"

  • PreToolUse

    P=python; python -c '' >/dev/null 2>&1 || P=py; "$P" "${CLAUDE_PLUGIN_ROOT}/hooks/scope_guard.py"

  • PostToolUse

    P=python; python -c '' >/dev/null 2>&1 || P=py; "$P" "${CLAUDE_PLUGIN_ROOT}/hooks/edit_check.py"

View source on GitHub agentic-z.com

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