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modscode / 図鑑 / vibemud

vibemud

Claude Code에서 /mud 명령으로 로컬 VibeMUD RPG를 조작하는 한국어 중심 플러그인입니다.

確かめやすいコードターミナル+デスクトップペインバンドトーストBoxButtonText

何をするか

  • プロンプトの上の帯・欄・トーストを描く
  • classic.SessionStart・session.end・session.start・turn.complete ほか 2 個にフックする
  • ターンをまたいで自分の状態を持つ
  • プロセスを起こす

良いところ

  • ネットワークに出ない
  • TypeScript で書かれている
  • デスクトップ専用の分岐がある
  • エラーを扱う

作り始めるためのコード

2 種類あります。上のデザインから modscode が書いた雛形と、その Mod 自身のコードのうち描いている部分です。

雛形(register.tsx)

register.tsx
import type { Register } from 'claude-code'

// Drawn like vibemud by VibeMUD (pane, band, toast), as modscode read it from the mod's code:
// https://modscode.com/gallery/treestar84-vibemud/
// Written by modscode from that reading, not copied from the mod: use it as you like.
// Each value below stands for one the mod works out at run time; put in your own.
export const register: Register = on => {
  // the band above the prompt; what else goes there is drawn under it
  on('ui.render', { component: 'AbovePrompt' }, async ($, e, next) => {
    const { Box, Text, Button } = $.ui.resolve(e)
    return (
      <Box flexDirection="column">
        <Box flexDirection="row" columnGap={1}>
          <Text color="cyan">
            VibeMUD · 연결 확인 필요
          </Text>
          <Button label="모험 펼치기" />
        </Box>
        {await next(e)}
      </Box>
    )
  })

  // the pane: open it with $.ui.open({ id: 'my-pane', title: "vibemud" })
  on('ui.render', { component: 'Pane', requestId: 'my-pane' }, async ($, e) => {
    const { Box } = $.ui.resolve(e)
    return (
      <Box flexDirection="column" />
    )
  })

  on('session.start', async ($, e, next) => {
    await $.ui.toast(`VibeMUD 오류: /mud로 다시 열어 주세요.`)
    return next(e)
  })
}

Mod 自身のコード

Mod のライセンス(MIT)に従って載せています。全文は下にあります。写すときは著作権表示を残してください。

claude-marketplace/plugins/vibemud/hooks/register.ts 325〜334 行 · バンド
  on('ui.render', { component: 'AbovePrompt' }, async ($, e, next) => {
    const original = await next(e);
    if (e.props.hasSurvey || opened || !attached || !snapshot || (e.surface !== 'terminal' && e.surface !== 'desktop')) return original;
    const { Box, Text, Button } = $.ui.resolve(e);
    const ko = snapshot.settings.language !== 'en';
    return Box({ flexDirection: 'column', children: [original, Box({ flexDirection: 'row', columnGap: 1, children: [
      Text({ color: 'cyan', children: [heartbeatError ? 'VibeMUD · 연결 확인 필요' : `VibeMUD · ${label(snapshot.game.player.mode, ko)}${activeTurn ? ' · FEVER' : ''}`] }),
      Button({ key: 'reopen-game', label: ko ? '모험 펼치기' : 'Open adventure', onPress: async () => { await perform($, { type: 'tab', tab: 'adventure' }); } }),
    ] })] });
  });
claude-marketplace/plugins/vibemud/hooks/register.ts 336〜495 行 · ペイン
  on('ui.render', { component: 'Pane' }, async ($, e, next) => {
    if (e.requestId !== PANE || (e.surface !== 'terminal' && e.surface !== 'desktop')) return next(e);
    const { Box, Text, Button, Input } = $.ui.resolve(e);
    const ko = snapshot?.settings.language !== 'en';
    const word = (a: string, b: string) => ko ? a : b;
    const width = Math.max(16, Math.floor(e.props.bodyColumns));
    const narrow = width < 38;
    const text = (s: string, color?: string) => Text({ ...(color ? { color } : {}), children: [s] });
    const muted = (s: string) => Text({ dimColor: true, children: [s] });
    const button = (key: string, title: string, intent: Intent) => Button({ key, label: title, onPress: async () => { await perform($, intent); } });
    const action = (key: string, title: string, kind: string, payload: Payload = {}) => pending || mutating || !attached
      ? muted(title) : button(key, title, { type: 'action', kind, payload });
    const row = (cells: (string | RenderElement)[], sizes: number[], heading = false) => Box({ flexDirection: 'row', columnGap: 1, children: cells.map((cell, i) => Box({
      width: sizes[i], flexShrink: 0, overflow: 'hidden', justifyContent: i ? 'flex-end' : 'flex-start',
      children: [typeof cell === 'string' ? Text({ bold: heading, dimColor: heading, wrap: 'truncate-end', children: [cell] }) : cell],
    })) });
    const rule = (title: string) => {
      const head = clip('─ ' + title + ' ', width);
      return Text({ bold: true, color: 'cyan', children: [head + '─'.repeat(Math.max(0, width - cellWidth(head)))] });
    };
    const controls = (children: RenderElement[]) => Box({ flexDirection: 'row', flexWrap: 'wrap', columnGap: 1, children });
    const nameButton = (key: string, title: string, size: number, press: () => void | Promise<void>) => Button({ key, plain: true, label: clip(title, size), onPress: press });
    const chooseAction = (key: string, title: string, size: number, kind: string, payload: Payload) => pending || mutating || !attached
      ? muted(clip(title, size)) : nameButton(key, title, size, async () => { await perform($, { type: 'action', kind, payload }); });
    const pager = (key: string, count: number, size: number) => {
      const total = Math.max(1, Math.ceil(count / size));
      const page = Math.max(0, Math.min(pages[key] || 0, total - 1)); pages[key] = page;
      const buttons = [muted(`${page + 1}/${total}`)];
      for (const [step, title] of [[-1, word('이전', 'Prev')], [1, word('다음', 'Next')]] as const) {
        if (page + step >= 0 && page + step < total) buttons.push(Button({ key: key + '-page-' + step, label: title, onPress: () => { pages[key] = page + step; $.ui.invalidate('ui.render'); } }));
      }
      return { start: page * size, element: total > 1 ? controls(buttons) : null };
    };
    const body: RenderElement[] = [];
    const s = snapshot; const p = s?.game.player;
    if (s && p) {
      const health = p.max_hp > 0 ? p.hp / p.max_hp : 0;
      const state = connecting ? word('연결 중…', 'Connecting…') : heartbeatError || pollError ? word('연결 확인 필요', 'Connection lost')
        : !attached ? word('정지 · 시작 필요', 'Stopped · press Start') : activeTurn ? word('코딩 감지 · 피버 ×1.5', 'Coding · FEVER ×1.5')
        : now < graceUntil ? word('피버 여운 ', 'Afterglow ') + Math.max(0, Math.ceil((graceUntil - now) / 1000)) + 's'
        : s.fever ? word('보너스 피버 ×1.5', 'Bonus FEVER ×1.5') : word('연결됨 · 코딩 대기', 'Connected · ready');
      body.push(Text({ bold: true, children: [clip(`Lv.${p.level} ${p.name} · ${label(p.class_id, ko)}`, width)] }));
      body.push(text(clip((heartbeatError || pollError ? '! ' : '◆ ') + state, width), heartbeatError || pollError ? 'red' : activeTurn || s.fever ? 'yellow' : 'cyan'));
      const meters = columns(width, [12]);
      body.push(row([text(`HP ${hpBar(p.hp, p.max_hp, Math.max(4, meters[0]! - 4))}`, health < .3 ? 'red' : 'green'), `${p.hp}/${p.max_hp}`], meters));
      body.push(row([text(`XP ${hpBar(p.xp, p.xp_to_next, Math.max(4, meters[0]! - 4))}`, 'cyan'), `${Math.min(100, Math.floor(p.xp / Math.max(1, p.xp_to_next) * 100))}% · ${number(p.gold)}G`], meters));
    }
    const tabs: [Tab, string, string][] = [['adventure', '모험', 'Play'], ['character', '캐릭터', 'Hero'], ['inventory', '장비', 'Items'], ['map', '지도', 'Map'], ['quests', '퀘스트', 'Quests'], ['settings', '설정', 'Settings']];
    const tabColumns = narrow ? 2 : 3;
    const tabSize = Math.floor((width - tabColumns + 1) / tabColumns);
    for (let i = 0; i < tabs.length; i += tabColumns) body.push(row(tabs.slice(i, i + tabColumns).map(([t, a, b]) => nameButton('tab-' + t, (tab === t ? '> ' : '  ') + word(a, b), tabSize, async () => { await perform($, { type: 'tab', tab: t }); })), Array(tabColumns).fill(tabSize)));
    if (migration) {
      body.push(rule(word('기존 모험 이어하기', 'Continue your adventure')), text(word('기존 저장을 사용자 데이터 폴더로 복사할 수 있습니다. 원본은 보존합니다.', 'Copy the existing save to your user data folder. The original is kept.')),
        muted(migration), button('migrate', word('기존 게임 복사', 'Copy existing game'), { type: 'migrate' }), button('use-global', word('새 게임', 'New game'), { type: 'use-global' }));
    } else if (!s || !p) {
      body.push(rule('PLANET 64'), text(word('코딩하는 동안 함께 떠나는 모험', 'An adventure alongside your coding')),
        connecting ? text(word('저장 불러오는 중…', 'Loading your save…'), 'yellow') : button('start', word('모험 시작', 'Start adventure'), { type: 'start' }));
    } else {
      if (!attached && tab !== 'adventure') body.push(button('start', connecting ? word('연결 중…', 'Connecting…') : word('모험 시작 / 다시 연결', 'Start / reconnect'), { type: 'start' }));
      if (tab === 'adventure') {
        const combat = s.game.combat;
        body.push(rule(word('탐험', 'Adventure')));
        body.push(text(clip(s.location || p.current_dungeon_id || p.current_area_id || word('마을', 'Town'), width)));
        body.push(muted(label(p.mode, ko) + ` · MP ${p.mp}/${p.max_mp}`));
        if (combat.in_combat) {
          const cols = columns(width, [12]);
          body.push(row([combat.monster_name || 'Monster', `${combat.monster_hp}/${combat.monster_max_hp}`], cols));
          body.push(text(hpBar(combat.monster_hp || 0, combat.monster_max_hp || 1, Math.min(width, 24)), 'red'));
        }
        // A framed scene keeps the geometry stable as combat phases change.
        if (s.scene?.length && width >= 30) body.push(Box({ borderStyle: 'round', borderColor: s.fever ? 'yellow' : 'cyan', width, flexDirection: 'column', children: s.scene.map(line => text(clip(line, width - 2), s.fever ? 'yellow' : 'cyan')) }));
        if (p.current_dungeon_id) {
          const kills = Number(s.progress.dungeon_kills || 0);
          body.push(text(word('보스 접근 ', 'Boss approach ') + hpBar(kills, 5, 8) + ` ${Math.min(kills, 5)}/5`, 'magenta'));
        }
        if (s.progress.recovery_until) body.push(text(word('회복 중 · 체력이 차면 모험을 재개합니다.', 'Recovering · adventure resumes when ready.'), 'yellow'));
        body.push(controls([...(attached ? [] : [button('start', connecting ? word('연결 중…', 'Connecting…') : word('모험 시작', 'Start'), { type: 'start' })]),
          ...(attached ? [action('hunt', word('사냥', 'Hunt'), 'hunt_start')] : []), action('rest', word('휴식', 'Rest'), 'rest'), action('town', word('귀환', 'Town'), 'town')]));
        const earnings = activeTurn ? (expedition?.baseline && s.earnings && expedition.generation === s.generation ? earnedSince(expedition.baseline, s.earnings) : undefined) : outcome?.earnings;
        body.push(rule(activeTurn ? word('이번 원정 · 진행 중', 'This expedition · live') : word('지난 원정', 'Last expedition')));
        if (earnings) {
          const cols = columns(width, [12]);
          body.push(row([word('처치 / 획득', 'Kills / loot'), `${earnings.kills} / ${earnings.items}`], cols));
          body.push(row([`XP +${number(earnings.xp)}`, `+${number(earnings.gold)}G`], cols));
          if (earnings.last_item) body.push(text('◇ ' + earnings.last_item, 'magenta'));
          if (!activeTurn && outcome) body.push(muted(duration(outcome.duration) + word(outcome.aborted ? ' · 중단한 작업' : ' · 코딩 중 획득', outcome.aborted ? ' · interrupted' : ' · earned while coding')));
        } else body.push(muted(word('Claude 작업이 시작되면 원정을 기록합니다.', 'Your next Claude turn begins an expedition.')));
        body.push(rule(word('최근 소식', 'Recent events')));
        body.push(...s.game.recent_log.slice(0, 3).reverse().map(line => text(clip(line, width))));
      } else if (tab === 'character') {
        body.push(rule(word('능력치', 'Attributes')));
        const cols = columns(width, [10]);
        body.push(row([word('능력', 'Attribute'), word('수치', 'Value')], cols, true));
        for (const [key, value] of [['attack', p.attack], ['defense', p.defense], ['accuracy', p.accuracy], ['evasion', p.evasion], ['speed', p.speed], ['regen', p.regen], ['luck', p.luck]] as const) body.push(row([label(key, ko), number(value)], cols));
        body.push(row(['MP', `${p.mp}/${p.max_mp}`], cols), row(['XP', `${number(p.xp)}/${number(p.xp_to_next)}`], cols));
        body.push(controls([button('party', word('파티', 'Party'), { type: 'tab', tab: 'party' }), button('skills', word('스킬', 'Skills'), { type: 'tab', tab: 'skills' }), button('shop', word('상점', 'Shop'), { type: 'tab', tab: 'shop' })]));
      } else if (tab === 'inventory') {
        body.push(rule(word('소지품 ', 'Inventory ') + `${s.game.inventory.length}/20`));
        const cols = columns(width, narrow ? [6] : [6, 5]);
        body.push(row(narrow ? [word('장비 · 선택하여 상세 보기', 'Item · select for details'), word('등급', 'Rarity')] : [word('장비', 'Item'), word('등급', 'Rarity'), word('강화', 'Boost')], cols, true));
        const page = pager('inventory', s.game.inventory.length, 6);
        for (const item of s.game.inventory.slice(page.start, page.start + 6)) {
          const marker = selection === item.id ? '> ' : item.equipped_slot ? '* ' : item.locked ? '# ' : '  ';
          const cells = [nameButton('item-' + item.id, marker + item.name, cols[0]!, () => { selection = item.id; $.ui.invalidate('ui.render'); }), text(label(item.rarity, ko), rarityColor(item.rarity))];
          if (!narrow) cells.push(text('+' + item.enhancement_level));
          body.push(row(cells, cols));
        }
        if (!s.game.inventory.length) body.push(muted(word('아직 소지품이 없습니다.', 'Your bag is empty.')));
        if (page.element) body.push(page.element);
        body.push(muted(word('* 착용   # 잠금   > 선택', '* Equipped   # Locked   > Selected')));
        const item = s.game.inventory.find(i => i.id === selection);
        if (item) {
          body.push(rule(word('장비 상세', 'Item details')), Text({ bold: true, color: rarityColor(item.rarity), children: [item.name] }));
          const detail = columns(width, [12]);
          for (const pair of [[word('종류', 'Type'), label(item.item_type, ko)], [word('등급 / 강화', 'Rarity / boost'), `${label(item.rarity, ko)} +${item.enhancement_level}`], [word('수량', 'Quantity'), number(item.quantity)]]) body.push(row(pair, detail));
          for (const [key, value] of [[item.stat1_type, item.stat1_value], [item.stat2_type, item.stat2_value], [item.stat3_type, item.stat3_value]] as const) if (key && value != null) body.push(row([label(key, ko), '+' + value], detail));
          const equipped = s.game.inventory.find(i => i.equipped_slot === item.item_type);
          if (equipped && equipped.id !== item.id) body.push(row([word('전투력 비교', 'Power comparison'), `${equipped.power_score || 0} → ${item.power_score || 0}`], detail));
          const upgrade = s.enhancements?.[item.id];
          if (upgrade?.cost != null && upgrade.success_rate != null) {
            body.push(row([word('강화 비용', 'Upgrade cost'), number(upgrade.cost) + 'G'], detail), row([word('성공 / 실패 하락', 'Success / loss'), `${Math.round(upgrade.success_rate * 100)}% / -${upgrade.failure_drop}`], detail));
          }
          body.push(controls([action('equip', word('착용', 'Equip'), 'equip', { item_id: item.id }), action('enhance', word('강화', 'Enhance'), 'enhance', { item_id: item.id }), action('lock', word(item.locked ? '잠금 해제' : '잠금', item.locked ? 'Unlock' : 'Lock'), item.locked ? 'item_unlock' : 'item_lock', { item_id: item.id }), action('sell', word('판매', 'Sell'), 'shop_sell', { item_id: item.id })]));
          if (item.item_type === 'weapon') body.push(action('equip-subweapon', word('보조 무기 착용', 'Equip offhand'), 'equip', { item_id: item.id, equip_slot: 'subweapon' }));
          if (item.equipped_slot) body.push(action('unequip', word('착용 해제', 'Unequip'), 'unequip', { equip_slot: item.equipped_slot }));
        }
        body.push(action('sell-common', word('일반 장비 정리', 'Sell common'), 'sell_common', { rarity: 'Common' }));
      } else if (tab === 'map') {
        const cols = columns(width, [6, 6]);
        for (const [id, title, destinations, kind] of [['areas', word('사냥터', 'Fields'), s.areas, 'hunt_start'], ['dungeons', word('던전', 'Dungeons'), s.dungeons, 'dungeon_enter']] as const) {
          body.push(rule(title), row([word('목적지', 'Destination'), 'Lv.', word('이동', 'Go')], cols, true));
          const page = pager(id, destinations.length, 5);
          for (const place of destinations.slice(page.start, page.start + 5)) body.push(row([
            nameButton(id + '-detail-' + place.id, (p.current_area_id === place.id || p.current_dungeon_id === place.id ? '* ' : '') + place.name, cols[0]!, () => { selection = place.id; $.ui.invalidate('ui.render'); }),
            text(String(place.level), place.level > p.level ? 'yellow' : 'green'), chooseAction((id === 'areas' ? 'area-' : 'dungeon-') + place.id, word('입장', 'Enter'), cols[2]!, kind, id === 'areas' ? { area_id: place.id } : { dungeon_id: place.id }),
          ], cols));
          if (page.element) body.push(page.element);
        }
        const place = [...s.areas, ...s.dungeons].find(a => a.id === selection);
        if (place) body.push(rule(word('목적지 상세', 'Destination details')), text(place.name), text(word('권장 레벨 ', 'Recommended level ') + place.level));
        body.push(action('retreat', word('던전 퇴각', 'Retreat'), 'dungeon_retreat'));
      } else if (tab === 'quests') {
        body.push(rule(word('일일 퀘스트', 'Daily quests')));
        const cols = columns(width, [8, 6]);
        body.push(row([word('목표', 'Goal'), word('진행', 'Progress'), word('상태', 'State')], cols, true));
        for (const q of s.quests) body.push(row([nameButton('quest-detail-' + q.id, q.title, cols[0]!, () => { selection = q.id; $.ui.invalidate('ui.render'); }), `${q.progress}/${q.target}`, q.status === 'completed' ? chooseAction('quest-' + q.id, word('수령', 'Claim'), cols[2]!, 'quest_claim', { quest_id: q.id }) : label(q.status, ko)], cols));
        const q = s.quests.find(q => q.id === selection);
        if (q) body.push(rule(word('퀘스트 상세', 'Quest details')), text(q.title), text(hpBar(q.progress, q.target, Math.min(width, 20)), 'green'), text(`${label(q.reward_kind, ko)} +${q.reward_amount} · FEVER +${q.fever_minutes}m`));
        body.push(action('claim-all', word('완료 보상 모두 받기', 'Claim all completed'), 'quest_claim_all'));
      } else if (tab === 'party') {
        body.push(rule(word('동행하는 파티', 'Active party')));
        const cols = columns(width, [8]);
        body.push(row([word('이름', 'Name'), word('역할', 'Role')], cols, true));
        for (const c of s.game.party) body.push(row([c.name, label(c.role, ko)], cols));
        body.push(action('recruit', word('동료 모집', 'Recruit'), 'party_recruit'), rule(word('동료 배치 · 슬롯 선택', 'Assign a companion · slot')));
        const slots = columns(width, [3, 3, 3]);
        body.push(row([word('동료', 'Companion'), '1', '2', '3'], slots, true));
        for (const c of s.companions.filter(c => c.unlocked)) body.push(row([nameButton('companion-' + c.id, c.name, slots[0]!, () => { selection = c.id; $.ui.invalidate('ui.render'); }), ...[1, 2, 3].map((slot, i) => chooseAction(`swap-${c.id}-${slot}`, String(slot), slots[i + 1]!, 'party_swap', { slot, companion_id: c.id }))], slots));
        const c = s.companions.find(c => c.id === selection);
        if (c) body.push(text(c.name + ' · ' + label(c.role, ko)));
ライセンスの全文(MIT)
MIT License

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Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
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copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all
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SOFTWARE.

コードが呼ぶもの

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コードから読み取ったデザイン

読み取ったコミットのソースから描いたもので、動かした結果ではありません。一覧は 3 回描き、条件はデスクトップアプリで描く最初の分岐を取り、動かしたときにだけ決まる値は仮の例(点線の下線)にするか省きます。色と書体はこのサイトのものです。

コードから読めること

2026-10-06 に読んだコミット 96460b99dc08 のソースから。最初のまとまりが載せる条件で、残りは自分で判断するための材料です。後のコミットは、次に読むまで見ていません。

載せる条件: 確かめやすいコード
入口を読んだhooks/hooks.json が名指すモジュールをすべて読んだ。claude-marketplace/plugins/vibemud/hooks/register.ts
解析できるすべてのファイルが TypeScript か JavaScript として解析できる。3 ファイルを解析
コードが Mod の中で完結import は Mod 自身のファイルかエンジンのモジュールだけ。パッケージも require もない。コードはすべて Mod の中
読める圧縮した行・eval・new Function・計算した道の import()・符号化した塊がない。圧縮・eval・符号化した塊なし
呼び出しが見える通信とプログラム起動はその場で $.http.fetch・$.process.run と書き、他へ渡さない。外への呼び出しはすべてその場の $ で
入れる前に自分で判断する材料
描く場所コードから読んだ、描く先。ターミナル・デスクトップアプリ・両方・何も描かない(フックだけ: 見張りやプロンプトの書き換え)のどれか。出すだけで、外す理由にはしない。ターミナルとデスクトップアプリに描く(デスクトップ用の分岐あり)
入れる手順リポジトリ自身の .claude-plugin/marketplace.json にこの Mod が載っていて、ページに書いた手順でそのマーケットプレイスから入れられるか。リポジトリの .claude-plugin/marketplace.json に載っており、そこから入れられる
Windows のプログラム$.process で起動するプログラムが Windows にあるか(tail・date・open・osascript・/usr/… などは無い)。Windows にないプログラムを使わない
通信fetch の送り先(https のホスト)がコードに書いてあるか。通信なし
プログラム起動するプログラムの名前がコードに書いてあり、シェル・インタプリタ・通信用の道具でないか。claude-marketplace/plugins/vibemud/hooks/register.ts:37 node(シェル・インタプリタ); claude-marketplace/plugins/vibemud/hooks/register.ts:165 node(シェル・インタプリタ)
読んで送るファイルや環境変数を読み、かつ通信するか。通信しない
ソースの鍵ソースに API キーや秘密鍵らしきものがあるか。ソースに鍵なし
ライセンスオープンなライセンス(MIT・Apache-2.0・BSD・ISC・Unlicense・0BSD・CC0)で全文があれば、modscode にコードを載せる。違えばリンクだけ。MIT

コードの文面を読んだだけで、安全の審査ではありません。動かしてはおらず、起動するプログラムの中で何が起きるかも見えません。入れる前の確認はあなたの役目です。 載せる条件

入れる

入れる前に、必ず自分で確かめてください。Mod はサンドボックスなしで、あなたの権限で動きます。modscode はこのコードの安全を保証しません。下のコードを読み(またはフォルダーで claude plugin validate .)、触るものを見て、読んだコミットを入れてください。

リポジトリがそのままマーケットプレイスです。このマーケットプレイスを足し(ターミナルでは次のコマンド、デスクトップアプリではプラグインの設定)、そこから Mod を入れます。

/plugin marketplace add treestar84/vibemud
/plugin install vibemud@vibemud

入るのはマーケットプレイスの最新のコミットで、ここで読んだもの(96460b99dc08)と違うことがあります。入れる前に見比べてください。

Claude に聞く

modscode のコネクタを入れると、Claude がこのデザイン・コードが触るもの・コードを読んで、それをもとに作れます。たとえば:

modscode のデザイン「treestar84-vibemud」をコードごと読んで、同じようなペインを作って

Claude から探す: MCP コネクタ

似たデザイン