I highly recommend using this alongside a full-cycle workflow like mattpocock/skills, obra/superpowers, or any similar tools to improve the overall quality of the work!
Agent skills and reference docs for DayZ modding β Enforce Script, layouts, configs, and engine internals.
Runs in Claude Code as a plugin, and in every other agent β Codex, Cursor, Cline, Windsurf, Copilot, Zed and the rest β through the npx skills installer. Every skill is one SKILL.md plus an agents/openai.yaml beside it; every harness reads the same body and they differ only in metadata.
Reachable by the model or by you. Rich trigger phrasing in the description, so auto-invocation fires.
- dayz-scripting β Enforce Script conventions and the five engine invariants the compiler will not catch. Fires on
.cfiles. - dayz-ui β
.layout/.styles/.imagesetformats, widget scripting, menus, HUD, and the UI invariants that fail silently. Fires on UI files. - dayz-lookup β answers an API or engine-behaviour question from source: project docs, then this plugin's reference set, then the extracted vanilla scripts on
P:. Runs as a sub-agent and reports back with file paths, so the search never lands in your context.
Run on request. Claude Code holds this with disable-model-invocation: true; Codex with policy.allow_implicit_invocation: false in agents/openai.yaml, the same shape its own review-agent skill uses.
- dayz-review β three-axis review of a change: Standards (does it follow the project's documented conventions?), Runtime (will it behave in game β pairing, lifecycle, client/server, packed paths, what a message costs on the wire?), and Spec (does it do what was asked?), run as three parallel sub-agents and reported side by side.
skills/dayz-lookup/references/ holds 80 markdown files covering the Enforce Script API (1_Core β 5_Mission), AI systems, configs, and class catalogs. They live inside dayz-lookup because it is the only skill that reads them; everything else reaches that material by invoking the skill and getting a summary back.
Two ways in. The Claude Code plugin installs the set as a managed bundle that updates when this repo ships. The npx skills installer copies the skills into your project as ordinary files on disk, and covers every other agent.
Claude Code
/plugin marketplace add CAD4Z/enfusion-skills
/plugin install enfusion-skills@cad4z
Codex, and every other agent
npx skills@latest add CAD4Z/enfusion-skills
It detects the agents on your machine and asks which skills to take. Each skill is copied whole β reference/, references/, and agents/openai.yaml with it β into .agents/skills/ and the agent's own path. --skill dayz-scripting takes one, -a codex targets a single agent, -g installs globally, and npx skills update pulls later changes. Nothing updates behind your back.
dayz-lookup treats the vanilla DayZ scripts as ground truth when the docs run out. They come from the standard DayZ Tools extraction to the P: drive:
P:/scripts/1_core,2_gamelib,3_game,4_world,5_missionβ engine and game scriptsP:/gui/layouts,looknfeel,imagesets,fontsβ vanilla UI assets
Without P:, the lookup still answers from the local references and flags the answer as unverified.
.
βββ .claude-plugin/
β βββ marketplace.json
β βββ plugin.json
βββ skills/
β βββ dayz-scripting/ SKILL.md + agents/openai.yaml + reference/
β βββ dayz-ui/ SKILL.md + agents/openai.yaml + reference/
β βββ dayz-lookup/ SKILL.md + agents/openai.yaml + references/ (80 files)
β βββ dayz-review/ SKILL.md + agents/openai.yaml + reference/
βββ scripts/
β βββ check-routes.mjs both install routes list every skill
β βββ check-text.mjs what a public repository must not hold
β βββ fix_paa_alpha.cmd
βββ .githooks/pre-commit the checks before a commit; git config core.hooksPath .githooks
βββ .github/workflows/ the same checks in CI
βββ AGENTS.md
βββ CLAUDE.md
βββ LICENSE
PolyForm Strict 1.0.0 β see LICENSE. Source-available, not open source: you may read and use these skills for any noncommercial purpose, but not redistribute or modify them. DayZ and the Enfusion engine are the property of Bohemia Interactive.
