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From agentic-z
Fills missing DayZ mod scaffolding files (config.cpp, $PBOPREFIX$, workbench, README, skeleton folders) into an existing workspace folder. Idempotent - never overwrites existing files.
npx claudepluginhub dayz-n-chill/agentic-z --plugin agentic-zHow this skill is triggered — by the user, by Claude, or both
Slash command
/agentic-z:dayz-add-scaffoldThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
<!-- skill-dir-note -->
Provides UI/UX resources: 50+ styles, color palettes, font pairings, guidelines, charts for web/mobile across React, Next.js, Vue, Svelte, Tailwind, React Native, Flutter. Aids planning, building, reviewing interfaces.
Fetches up-to-date documentation from Context7 for libraries and frameworks like React, Next.js, Prisma. Use for setup questions, API references, and code examples.
Explores codebases via GitNexus: discover repos, query execution flows, trace processes, inspect symbol callers/callees, and review architecture.
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Path note:
<skill-dir>in commands below is the absolute path of this skill's folder. When the agent loads this skill the harness exposes the skill's base directory; substitute it before running. Sibling skills are reached via<skill-dir>\..\dayz-X\.
Companion to /dayz-new-mod. Where dayz-new-mod creates a fresh project from nothing, dayz-add-scaffold fills missing scaffold pieces into a folder that already exists - without touching anything that's already there.
Use this when:
workspace/<ModName>/ and need workbench/dayz.gproj to open it in Workbench, or $PBOPREFIX$ to build it./dayz-import-mod to symlink an external repo and answered yes to the "scaffold this missing piece?" prompt - the import skill calls this skill to do the actual writing.Follow .claude/skills/_shared/dayz-conventions.md.
python "<skill-dir>\add_scaffold.py" <ModName> [--piece config|prefix|workbench|readme|skeleton|all] [--author "YourHandle"]
| Argument | Required? | Notes |
|---|---|---|
<ModName> | yes | Folder name under workspace/. The folder must already exist (real or a link). Same [A-Za-z][A-Za-z0-9_]{0,63} pattern as /dayz-new-mod. |
--piece | no | Default all = scan and add only missing pieces. Pick one to scaffold a single piece even if others are missing. |
--author | no | Author handle for config.cpp. Same resolution chain as /dayz-new-mod: flag → cache → interactive prompt → fail. Skipped if config.cpp already exists. |
| Piece | What it writes | When |
|---|---|---|
config | config.cpp (CfgPatches + CfgMods stub) | only if missing |
prefix | $PBOPREFIX$ (contains <ModName>) | only if missing |
workbench | workbench/dayz.gproj (vanilla copy + injected mod paths + dual FileSystem mounts) and workbench/DayZSetting.xml | gproj only if missing; xml only if missing. Skips with warning if DayZ Tools not detected. |
readme | README.md (light onboarding notes) | only if missing |
skeleton | scripts/3_Game/, scripts/4_World/, scripts/5_Mission/, data/, gui/ (each with .gitkeep) | each subfolder only if missing |
all | runs every piece above in order | default |
Whatever piece you pick, the skill is idempotent - running it twice on the same folder is a no-op the second time.
/dayz-preflight returns non-zero (typically P:\ not mounted) - preflight runs first and propagates its exit code.<ModName> fails the name pattern.workspace/<ModName>/ does not exist. This skill never creates the top-level mod folder - that's /dayz-new-mod (for fresh) or /dayz-import-mod (for external).DayZ preflight
... (preflight output)
Preflight complete.
Scaffolding workspace/MyMod/
[SKIP] config.cpp present
[OK] $PBOPREFIX$ written
[SKIP] README.md present
[OK] Skeleton folders created (3 added, 2 already present)
[OK] workbench/dayz.gproj written (mod paths + filesystem mounts injected)
[OK] workbench/DayZSetting.xml copied
[OK] 2 piece(s) added, 2 piece(s) already present.
If everything is already present:
[OK] Nothing to add - workspace/MyMod is already fully scaffolded.
workspace/<ModName>/ itself. The folder must exist first.P:\<ModName>\ junction. That's /dayz-new-mod and /dayz-import-mod.P:\Mods\@<ModName>\. That's /dayz-build-pbo.config.cpp or $PBOPREFIX$, the skill leaves them alone.--overwrite flag. Idempotency without surprise overwrites is the contract; if you want to regenerate a piece, delete it manually and re-run.dayz-new-mod's new_mod.py. We import from there to keep templates in one place; both skills must produce byte-identical output for the same inputs.