Superpowers workflows now route to DayZ specialists
When a Superpowers workflow (brainstorming, planning, code review, parallel dispatch) decides to hand off to a subagent and the work touches DayZ, it now routes to the matching dayz-* specialist instead of a generic Superpowers agent.
What changed
- Added a routing rule to L1 (
CLAUDE.md/AGENTS.md/GEMINI.md): for DayZ work, dispatch the matchingdayz-*specialist via the Agent tool. - Added a role-to-specialist table to
docs/dayz-modding.mdso the rule has a concrete mapping.
The mapping
| Superpowers role | DayZ specialist |
|---|---|
| code review | dayz-mod-reviewer |
| scripting (Enforce Script) | dayz-script-specialist |
| config / data | dayz-config-specialist |
UI (.layout, widgets, theme) | dayz-ui-specialist |
3D model (.p3d, LODs) | dayz-object-builder |
| textures / materials | dayz-asset-specialist |
| terrain / map | dayz-map-specialist |
| server / Central Economy | dayz-server-admin |
| Workbench plugin | dayz-workbench-specialist |
| log / crash forensics | dayz-mod-debugger |
Why
Generic Superpowers agents (like superpowers:code-reviewer) don't know Enforce Script. They'd miss DayZ-specific traps like:
modded class Foo extends Foois a silent no-op (theextendsis wrong; it has to bemodded class Foo { }).- GUI-extending modded classes need a
#ifndef NO_GUIguard or the server crashes at compile. - Engine classes rooted at
Managed(UIScriptedMenu, Widget subtypes, UIManager) can't be modded at all.
Your DayZ specialists know all of this. The routing rule makes sure they get called.
What it doesn't change
- For non-DayZ work (Python skills, scripts, infra, wiki), Superpowers' generic agents are still used.
- Superpowers' main-thread skills (brainstorming, writing-plans, systematic-debugging, etc.) still run as-is. Only the subagent-dispatch step changes.
- No skill files were modified. The rule lives in L1 + the docs table; agents read both.
