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By DayZ-n-Chill
AI-assisted DayZ mod development with specialist agents for assets, configs, terrain, scripts, UI, and server admin. Includes skills for scaffolding, building PBOs, launching test servers, auditing models, and semantic search over vanilla Enforce Script and Bohemia wiki via RAG MCP server.
npx claudepluginhub dayz-n-chill/agentic-z --plugin agentic-zUse this agent when you need to create a new agent definition from scratch, validate an existing agent definition for compliance with the standard template, or rewrite/normalize an agent to match the required structure. Examples:\n\n<example>\nContext: User wants to create a new agent for a specific purpose.\nuser: "Create an agent that reviews pull requests for security vulnerabilities"\nassistant: "I'll use the agent-creator to generate a fully structured agent definition for you."\n<commentary>\nSince the user is requesting a new agent, use the agent-creator agent to generate a properly formatted agent definition following the standard template.\n</commentary>\n</example>\n\n<example>\nContext: User has an existing agent definition they want validated.\nuser: "Here's my agent definition, can you check if it's correct?\n\nNAME: code-linter\nROLE: You lint code\nCAPABILITIES: Linting"\nassistant: "Let me use the agent-creator to validate this agent definition against the standard template."\n<commentary>\nSince the user wants validation of an existing agent, use the agent-creator agent to check compliance and return a corrected version if needed.\n</commentary>\n</example>\n\n<example>\nContext: User wants to normalize a loosely written agent description.\nuser: "I have this rough agent spec that I wrote quickly, can you clean it up and make it production-ready?"\nassistant: "I'll launch the agent-creator to normalize and reformat your agent spec to match the standard template."\n<commentary>\nSince the user wants an agent rewritten to the standard format, use the agent-creator agent to produce a clean, compliant version.\n</commentary>\n</example>
Use this agent for managing DayZ 3D assets, textures, and materials. Expert in .p3d structure, .paa textures, .rvmat materials, and Workbench asset integration. <example> Context: User wants to add a new texture to an item. user: "I have a new camouflage texture for the M4A1. How do I save it as a .paa and apply it via an .rvmat?" assistant: "I'll use the dayz-asset-specialist to guide you through saving the texture with the correct suffix (_co) and configuring the .rvmat with proper shaders and lighting parameters." </example>
Use this agent for managing DayZ config files (config.cpp, CfgPatches, CfgVehicles, CfgWeapons). Expert in class inheritance, hidden selections, and item properties. <example> Context: User wants to add a custom vest to the game. user: "I have a 3D model for a tactical vest. Can you help me write the config.cpp to define its stats, attachments, and hidden selections for retexturing?" assistant: "I'll use the dayz-config-specialist to create the CfgVehicles entry for your vest, including inventory slots, protection levels, and hiddenSelections definitions." </example>
Use this agent for DayZ terrain building and map editing. Expert in Terrain Builder, DayZ Editor, map objects, clutter, and surface definitions. <example> Context: User wants to create a custom military base. user: "I'm building a new military base on Chernarus. Can you help me export my DayZ Editor layout to a format I can use in Terrain Builder?" assistant: "I'll use the dayz-map-specialist to guide you through exporting your objects as a .dz file and importing them into your Terrain Builder project." </example>
Use this agent for diagnosing DayZ mod failures from logs and crash artifacts — `script.log`, server/client RPT files, `crash.log`, BattlEye logs, performance bottlenecks. Specializes in reading what the engine wrote AFTER something went wrong, not in writing new code. <example> Context: User's mod loads but the server crashes during startup. user: "My server hangs on init then writes 'access violation' in the RPT. Here's the last 200 lines." assistant: "I'll use the dayz-mod-debugger to walk the RPT tail, identify the failing module from the call stack, and trace the symptom back to a specific class/file. Then hand off to script-specialist or config-specialist for the fix." </example> <example> Context: User's modded class isn't applying. user: "My modded class PlayerBase override isn't running. script.log says it compiled. Help me figure out why." assistant: "I'll use the dayz-mod-debugger to check whether the modded class registered (look for the compile line vs. the load order), verify there's no silent-no-op `extends` clause (per the modded-class rule), and confirm the file is in the right scripts/ subtree." </example>
Set up a DayZ test server instance under .server/<instance>/. Copies the mission template from DayZ Server install if missing, creates per-instance serverDZ.cfg + Profiles/ (server -profiles=) and a top-level shared .server/!ClientDiagLogs/ (client -profiles=). Each instance is isolated on the server side so you can run multiple variants of the same map (chernarus, chernarus-hardcore, etc.) without cross-contamination. Refuses if the legacy workspace/_server/ layout exists (delete it manually; that layout is no longer supported). Required before /dayz-launch-test for a given instance. Use --refresh-mission to re-copy mission content after a DayZ update.
Add missing DayZ mod scaffolding pieces (config.cpp stub, $PBOPREFIX$, workbench/dayz.gproj + DayZSetting.xml, README, .gitkeeps) into an EXISTING workspace/<ModName>/ folder. Idempotent - never overwrites files that are already present. Used by /dayz-import-mod after symlinking an external mod, but also runnable directly when you cloned a mod into workspace/ manually and want the standard skeleton filled in.
Bootstrap Community-Online-Tools (COT) admin permissions on a DayZ test server in one shot. Auto-prepends @CF + @Community-Online-Tools to the mod chain, launches the server + client, waits for your character to spawn (detected when COT writes the per-player files), kills the session, grants you the `admin` role in your Players JSON, flips every ` 0` to ` 2` in your personal `Permissions/<id>.txt` file, then relaunches. Per-player grant only — `Roles/everyone.txt` is never touched. Requires /dayz-init + /dayz-add-server + /dayz-build-pbo first.
Pack PNG sprites from `<mod>/.gui-sources/<setname>/` into a DayZ imageset (`.imageset` + `.paa` atlas) at `<mod>/gui/imagesets/<setname>.{imageset,paa}`, with a 10px gutter between every sprite. Source PNGs live outside the PBO payload (in `.gui-sources/`); only the packed atlas + definition file ship. Each subfolder of `.gui-sources/` becomes one imageset.
Pack a scaffolded mod from workspace/<ModName>/ into a .pbo at P:\Mods\@<ModName>\Addons\ via DayZ Tools AddonBuilder. Gates on /dayz-preflight, verifies the P:\<ModName>\ junction created by /dayz-new-mod, surfaces AddonBuilder output live. Default is binarized output; --clean wipes the target dir first.
Admin access level
Server config contains admin-level keywords
Uses power tools
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Uses Bash, Write, or Edit tools
Uses Bash, Write, or Edit tools
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An AI Agent Stack for DayZ Modding — clone it, and your repo comes pre-loaded with specialist agents, slash commands, and a local RAG index that turn Claude Code, Codex, or Gemini CLI into a competent DayZ modding co-author.
types.xml, scope the agent to a single mod, etc.dayz-rag MCP server. Embeddings via Voyage AI (voyage-code-3, 200M-token free tier covers ~3 full rebuilds). Or skip the build entirely with /dayz-search-download and pull the prebuilt index from GitHub releases.sync-skills run wires them all up.There are two ways to use Agentic-Z. Pick one — running both side-by-side will load every skill twice (once unprefixed, once as agentic-z:<name>).
Option A — Clone as a template (recommended for starting a new mod project):
git clone <this-repo> my-dayz-mod
cd my-dayz-mod
python .claude\skills\sync-skills\sync.py
That symlinks the repo's .claude/skills/ into each agent CLI's home directory so all three discover the same slash commands. Inside Claude Code you can also run /sync-skills instead. Skills appear unprefixed (/dayz-build-pbo).
Option B — Install as a Claude Code plugin (for adding the toolkit to an existing project without forking):
/plugin marketplace add DayZ-n-Chill/Agentic-Z
/plugin install agentic-z@dayz-n-chill
Skills appear with the agentic-z: prefix (/agentic-z:dayz-build-pbo). The dayz-rag MCP server registers automatically.
Then, from your mod project in Claude Code:
/dayz-init
That's it. The wizard asks what you're doing (new mod or import), where to scaffold, what map to test on, and whether to build/launch. It auto-fixes what it can (P:\ mount, junctions) and surfaces steam:// links for the rest. Every run after the first drops you into a mission-control hub for the cached project.
Power users can still call individual skills directly: /dayz-preflight, /dayz-build-pbo, /dayz-launch-test, etc. See the full slash-command list further down.
Full prerequisites, env-var overrides, and troubleshooting: docs/dayz-modding.md.
| What | Why |
|---|---|
| DayZ (Steam) | The diag client (DayZDiag_x64.exe) ships next to retail and is what /dayz-launch-test runs. |
| DayZ Tools (Steam, free) | AddonBuilder, P-drive mounting, ImageToPAA. |
| DayZ Server (Steam, appid 223350) | Only for the initial mission template bootstrap; can be uninstalled afterward. |
P:\ mounted | Engine and Tools both read from P:\. Mount via DayZ Tools or /dayz-workdrive. Doesn't auto-mount across reboots. |
P:\Mods\ junction → <DayZ install>\!Workshop\ | One-time mklink /J so built PBOs land where the engine actually loads mods. |
Vanilla data on P:\ | DayZ Tools → "Extract Game Data". Your configs inherit from ItemBase, Inventory_Base, etc. |
Python 3.8+ on PATH | The skills are Python scripts. |
RAG embeddings run through Voyage AI's hosted API (voyage-code-3, code-tuned, 1024-dim). A free Voyage account includes 200M tokens — enough for ~3 full rebuilds of the vanilla DayZ corpus. Add VOYAGE_API_KEY=pa-… to .env at the repo root before running /dayz-search-index. If you'd rather skip the build entirely, /dayz-search-download pulls the maintainer's prebuilt index from GitHub releases (~1 minute, no API key needed for download — but query-time embedding still needs the key).
| Layer | Scope | Where it lives |
|---|---|---|
| L1 — Default rules | Every clone, every agent, every skill. | CLAUDE.md / AGENTS.md / GEMINI.md (same content; one filename per CLI) |
| L2 — DayZ conventions | When working inside the DayZ domain. | .claude/skills/_shared/dayz-conventions.md |
| L3 — Specific agent / skill | The unit of work. | .claude/agents/<name>.md or .claude/skills/<name>/SKILL.md |
L3 files reference L2 in one line. The more specific layer wins ties.