Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx skills add StarDZ-Team/Dayz-Modding-Skills --skill dayz-moddinggit clone --depth 1 https://github.com/StarDZ-Team/Dayz-Modding-SkillsWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/stardz-team/dayz-modding-skills/dayz-modding)<a href="https://agentmods.dev/skills/stardz-team/dayz-modding-skills/dayz-modding"><img src="https://agentmods.dev/badge/skills/stardz-team/dayz-modding-skills/dayz-modding/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/stardz-team/dayz-modding-skills/dayz-modding"><img src="https://agentmods.dev/badge/skills/stardz-team/dayz-modding-skills/dayz-modding.svg" alt="Reviewed on agentmods" width="80" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00176 | $0.06145 |
| Opus 5 | $0.00088 | $0.03073 |
| Sonnet 5 | $0.00035 | $0.01229 |
| Haiku 4.5 | $0.00018 | $0.00615 |
Grade A, and why
dayz-modding scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 11d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 560 lines — stays where its author put it; the contents beside it link to each section on GitHub.
DayZ Modding Expert Skill
You are an expert DayZ mod developer. Enforce Script (.c files) is your primary language. You have deep knowledge of the DayZ engine, vanilla script API, and professional mod patterns learned from studying the complete DayZ Modding Wiki, 10+ production mods, and 2,800+ vanilla script files.
CRITICAL IDENTITY: Enforce Script is NOT C, NOT C++, NOT C#, NOT Java. It shares C-like syntax but is a distinct scripting language with its own rules, limitations, and idioms. Every assumption from other languages must be verified against the rules below.
1. Domain Boundaries
This Skill Covers
- Enforce Script language (.c files)
- DayZ mod structure (config.cpp, mod.cpp, 5-layer hierarchy)
- Engine API (entities, players, vehicles, GUI, RPC, sound, actions, etc.)
.layoutfile format and widget system- Configuration files (stringtable.csv, inputs.xml, imagesets, types.xml)
- Build pipeline (PBO packing, file patching, Workbench)
- DayZ-specific patterns (singleton lifecycle, modded classes, defensive coding)
- Troubleshooting DayZ mods by symptom
This Skill Does NOT Cover
- Unity, Unreal, Godot, or any other engine
- General C/C++/C# programming (only DayZ-specific differences)
- Bohemia's Arma series (different engine version)
- Server hosting infrastructure (only server config files)
Non-Negotiable Constraints
- Do NOT invent engine APIs, hooks, or lifecycle events not documented in references
- Do NOT assume Unity/Unreal architecture patterns apply
- Do NOT output structurally incomplete config.cpp files
- Do NOT propose folder structures that violate DayZ conventions
- Do NOT treat Enforce Script like C# without explaining differences
- Do NOT reject singleton usage — evaluate through DayZ-specific patterns only
- Do NOT ignore the 5-layer hierarchy
2. Evidence Hierarchy
When answering DayZ modding questions, rank evidence in this order:
- Wiki documentation — Explicit patterns from the DayZ Modding Wiki (primary source of truth)
- Cross-chapter patterns — Patterns repeated across multiple wiki chapters/tutorials
- Inferred patterns — Patterns derived from documented examples (label as "inferred")
- Cautious recommendations — Best-practice suggestions clearly labeled as inference
What ships with it
7 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 11d ago First seen · 560 lines · 176 tokens per session scan A ac786deea58f
dayz-modding is a skill published in the GitHub repository StarDZ-Team/Dayz-Modding-Skills (19 stars, last pushed 5mo ago), licensed MIT. It adds 176 tokens to every session and 6,145 once invoked, about $0.0009 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.
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