dayz-modding

dayz-modding is a skill for Claude Code, Codex from StarDZ-Team/Dayz-Modding-Skills. It costs 176 tokens per session (6,145 once invoked), scanned A, original, MIT.

A reference guide for making DayZ game modifications with Enforce Script and DayZ configuration files. DayZ is a survival video game, and Enforce Script is its scripting language.

In plain words
What is it for?
It is for building and troubleshooting DayZ mods, including game logic, interfaces, configuration, networking, and packaging.
Why use it?
It prevents developers from applying assumptions from other programming languages or game engines that do not work in DayZ.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit It is for building and troubleshooting DayZ mods, including game logic, interfaces, configuration, networking, and packaging.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/stardz-team/dayz-modding-skills/dayz-modding
Install

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.

Any agent
npx skills add StarDZ-Team/Dayz-Modding-Skills --skill dayz-modding
Clone the repo
git clone --depth 1 https://github.com/StarDZ-Team/Dayz-Modding-Skills

Made for: Claude Code, Codex.

Its marketplace also offers this one on its own, as the plugin dayz-modding/plugin install dayz-modding after adding the marketplace above.

Wrote 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.

agentmods badge for dayz-modding

README.md
[![agentmods](https://agentmods.dev/badge/skills/stardz-team/dayz-modding-skills/dayz-modding/github.svg)](https://agentmods.dev/skills/stardz-team/dayz-modding-skills/dayz-modding)
Your own site
<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.

agentmods 80×15 button for dayz-modding

Your own site · 80×15
<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>
Per session 176 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 6,145 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce 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

Measured 11d ago against content hash ac786deea58f, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

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.

skills/dayz-modding/SKILL.md · 560 lines

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.)
  • .layout file 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:

  1. Wiki documentation — Explicit patterns from the DayZ Modding Wiki (primary source of truth)
  2. Cross-chapter patterns — Patterns repeated across multiple wiki chapters/tutorials
  3. Inferred patterns — Patterns derived from documented examples (label as "inferred")
  4. Cautious recommendations — Best-practice suggestions clearly labeled as inference

Read the full file on GitHub · 560 lines

Files

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.

Changes

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.

  1. 11d ago First seen · 560 lines · 176 tokens per session scan A ac786deea58f

Subscribe to this mod's changes

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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