localize

localize is a command for Claude Code from HermeticOrmus/LibreGameDev-Claude-Code. It costs 14 tokens per session (746 once invoked), scanned A, original, MIT.

A set of commands for extracting, managing, and testing translations in a game. It works with POT and PO files, which are standard text files used to organize source strings and their translations.

In plain words
What is it for?
Use it to extract strings, create or validate translation files, configure languages and fonts, enable pseudo-localization, and test Arabic, Japanese, Russian, German, or other locales.
Why use it?
It helps find hardcoded or incorrectly assembled text before translation, and catches problems such as missing plural forms, right-to-left layout failures, and interface overflow.

Command for Claude Code

Written for Claude Code: argument-hint in frontmatter.

Part of the localization plugin — 1 skill, 1 command, 1 agent shipped together

Good fit Use it to extract strings, create or validate translation files, configure languages and fonts, enable pseudo-localization, and test Arabic, Japanese, Russian, German, or other locales.

Compare 6 commands from other repositories ↓
Install with agentmods
npx agentmods add commands/hermeticormus/libregamedev-claude-code/localize
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.

Clone the repo
git clone --depth 1 https://github.com/HermeticOrmus/LibreGameDev-Claude-Code

Made for: Claude Code.

Or install localization, the plugin that ships this one along with the rest of its 1 skill, 1 command, 1 agent.

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 localize

README.md
[![agentmods](https://agentmods.dev/badge/commands/hermeticormus/libregamedev-claude-code/localize/github.svg)](https://agentmods.dev/commands/hermeticormus/libregamedev-claude-code/localize)
Your own site
<a href="https://agentmods.dev/commands/hermeticormus/libregamedev-claude-code/localize"><img src="https://agentmods.dev/badge/commands/hermeticormus/libregamedev-claude-code/localize/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 localize

Your own site · 80×15
<a href="https://agentmods.dev/commands/hermeticormus/libregamedev-claude-code/localize"><img src="https://agentmods.dev/badge/commands/hermeticormus/libregamedev-claude-code/localize.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 14 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 746 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 $0.00014 $0.00746
Opus 5.5 $0.00006 $0.00298
Sonnet 5.5 $0.00003 $0.00149
Haiku 4.5 $0.00001 $0.00075

Measured 15d ago against content hash 05c0d867a970, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

localize 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 15d 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.

plugins/localization/commands/localize.md · 96 lines

How it starts

The opening of the file, as written. The whole thing — 96 lines — stays where its author put it; the contents beside it link to each section on GitHub.

/localize

Game localization: string extraction, PO file management, plural forms, RTL support, and CJK font setup.

Trigger

/localize [action] [target]

Actions

extract

Audit codebase for localizable strings and extract to POT template.

/localize extract "scan GDScript files for hardcoded strings not wrapped in tr()"
/localize extract "generate POT file from all tr() and tr_n() calls"
/localize extract "find strings concatenated with variables"

Output: List of untranslated strings with file/line, POT file template, code fixes for concatenation issues.

translate

Generate or validate PO translation files.

/localize translate "create French PO file structure from English POT"
/localize translate "add Japanese locale with CJK font configuration"
/localize translate "validate Russian PO file plural forms (3 forms required)"

Output: PO file structure, plural form header for target language, validation checklist.

test

Set up localization testing and pseudo-localization.

/localize test "enable pseudo-localization to find untranslated strings"
/localize test "validate Arabic RTL layout"
/localize test "test German locale for UI overflow"

Output: Pseudo-localization setup, RTL test checklist, layout expansion testing guide.

ship

Prepare localization artifacts for release.

/localize ship "generate translation CSV from PO files for Godot"
/localize ship "font fallback chain covering 8 target locales"
/localize ship "locale selector UI with flag icons"

Output: CSV generation script, font setup code, locale selector Control implementation.

Examples

Finding untranslated strings:

/localize extract "find all hardcoded English strings in res://ui/"

Search pattern: strings in quotes not preceded by tr( or tr_n(. Produces regex for Grep + list of violations.

Adding Japanese localization:

/localize translate "add Japanese locale with proper CJK font fallback"

Produces:

  • messages.ja.po template with correct header Plural-Forms: nplurals=1; plural=0; (Japanese has 1 plural form)
  • Font setup loading NotoSansCJK-Regular.ttf as fallback
  • RTL: false (Japanese is LTR)
  • Line height compensation for CJK taller characters

Read the full file on GitHub · 96 lines

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. 15d ago First seen · 96 lines · 14 tokens per session scan A 05c0d867a970

Subscribe to this mod's changes

localize is a command published in the GitHub repository HermeticOrmus/LibreGameDev-Claude-Code (5 stars, last pushed 15d ago), licensed MIT. It adds 14 tokens to every session and 746 once invoked, about $0.0001 per session on Opus 5.5. 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 2026-10-01.

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