claude-modderlisted
Install: claude install-skill 4refael/marketplace
# Claude Mods (function hooks)
A **Claude Mod** is a normal Claude Code plugin that keeps its logic in a **hooks module**: one TypeScript/JavaScript file that `hooks/hooks.json` names under `"modules"` and that exports `register(on, options)`. "Function hook" is the engineering primitive, and "Mod" is the product name for a plugin that uses it. A mod can rewrite almost everything Claude Code does, including tool calls, prompts, system prompt sections, the model's streamed output, slash commands, the config menu and what the terminal or desktop app draws. Every side effect goes through one audited object, `$`.
## Step 0: make sure Claude Mods are turned on
Do this before any other mod work. This skill runs on other people's machines, so do not assume the flag is on. Paths such as `scripts/check-enabled.sh`, `references/...` and `assets/...` are relative to this skill's folder, which depends on how it was installed (`~/.claude/skills/claude-modder/`, a project's `.claude/skills/claude-modder/`, or a plugin cache folder).
1. Run `scripts/check-enabled.sh` (bash; macOS, Linux, WSL). It runs `claude plugin test` on an empty temporary folder, the same gate the loader uses, and it reports on the environment and config dir (`CLAUDE_CONFIG_DIR` or `~/.claude`) that the next `claude` process gets. Exit codes and meaning:
| Exit | State | What to do |
|---|---|---|
| 0 | **ON**. It prints the version and where the flag comes from | Go on. If it warns that the build is olde