Claude Code plugin for DayZ modding — skills, agents, and reference docs for working with Enforce Script, layouts, configs, and engine internals.
| Skill | Triggers on | Purpose |
|---|---|---|
dayz-scripting |
**/*.c files |
Enforce Script conventions, critical language rules, modded-class semantics, memory/ref lifecycle, engine pitfalls |
dayz-ui |
**/*.layout, **/*.styles, **/*.imageset |
UI formats, widget scripting, menus, HUD, critical UI rules (Unlink, input excludes, CALL_CATEGORY_GUI, etc.) |
| Agent | Purpose |
|---|---|
dayz-meticulous-reviewer |
Reviews staged changes or the whole project for DayZ-specific issues. Reports prioritized findings — does not edit. |
dayz-reverse-engineer |
Answers API/engine questions by searching local docs first, then extracted game scripts on the P: drive. |
references/ contains 80 markdown files covering the Enforce Script API (1_Core → 5_Mission), AI systems, configs, and class catalogs. Used primarily by the dayz-reverse-engineer agent, but also readable directly.
/plugin marketplace add TomatoLabz/DayZScope
/plugin install dayz-scope@tomatolabz
The dayz-reverse-engineer agent reads vanilla DayZ scripts as ground truth when local docs are insufficient. These must be extracted to the P: drive via DayZ Tools (the standard modding setup):
P:/scripts/1_core,2_gamelib,3_game,4_world,5_mission— engine and game scriptsP:/gui/layouts,looknfeel,imagesets,fonts— vanilla UI assets
If the P: drive isn't set up, the agent will still work using local references only — answers may just be less verified.
.
├── .claude-plugin/
│ ├── marketplace.json
│ └── plugin.json
├── agents/
│ ├── dayz-meticulous-reviewer.md
│ └── dayz-reverse-engineer.md
├── skills/
│ ├── dayz-scripting/
│ │ ├── SKILL.md
│ │ └── reference/
│ └── dayz-ui/
│ ├── SKILL.md
│ └── reference/
├── references/
│ └── DayZ/
│ ├── Configs/
│ └── Scripts/{ai,api/{1_Core,2_GameLib,3_Game,4_World,5_Mission}}
├── scripts/
│ └── fix_paa_alpha.py
└── CLAUDE.md