localize

localize is a skill for Claude Code from CoralGame/Claude-Code-Game-Studios. It costs 28 tokens per session (734 once invoked), scanned A, a copy of localize, MIT.

A workflow for finding user-facing text in a game and preparing it for translation into other languages. Localization means adapting software for different languages and regions.

In plain words
What is it for?
Use it to scan for localization issues, extract strings, validate translations, and report the project's localization status.
Why use it?
It finds hardcoded text and formatting problems that can make translations incomplete or display incorrectly.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter.

Good fit Use it to scan for localization issues, extract strings, validate translations, and report the project's localization status.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/coralgame/claude-code-game-studios/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.

Any agent
npx skills add CoralGame/Claude-Code-Game-Studios --skill localize
Clone the repo
git clone --depth 1 https://github.com/CoralGame/Claude-Code-Game-Studios

Made for: Claude Code.

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/skills/coralgame/claude-code-game-studios/localize/github.svg)](https://agentmods.dev/skills/coralgame/claude-code-game-studios/localize)
Your own site
<a href="https://agentmods.dev/skills/coralgame/claude-code-game-studios/localize"><img src="https://agentmods.dev/badge/skills/coralgame/claude-code-game-studios/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/skills/coralgame/claude-code-game-studios/localize"><img src="https://agentmods.dev/badge/skills/coralgame/claude-code-game-studios/localize.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 28 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 734 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 100% copy Near-identical to another mod 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 $0.00028 $0.00734
Opus 5.5 $0.00011 $0.00294
Sonnet 5.5 $0.00006 $0.00147
Haiku 4.5 $0.00003 $0.00073

Measured 1mo ago against content hash f9214e423b0b, 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 1mo 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.

Origin

This is a copy

100% identical to localize — 0 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

.claude/skills/localize/SKILL.md · 71 lines

What it actually says

When this skill is invoked:

  1. Parse the subcommand from the argument:

    • scan — Scan for localization issues (hardcoded strings, missing keys)
    • extract — Extract new strings and generate/update string tables
    • validate — Validate existing translations for completeness and format
    • status — Report overall localization status
  2. For scan:

    • Search src/ for hardcoded user-facing strings:
      • String literals in UI code that are not wrapped in a localization function
      • Concatenated strings that should be parameterized
      • Strings with positional placeholders (%s, %d) instead of named ones ({playerName})
    • Search for localization anti-patterns:
      • Date/time formatting not using locale-aware functions
      • Number formatting without locale awareness
      • Text embedded in images or textures (flag asset files)
      • Strings that assume left-to-right text direction
    • Report all findings with file paths and line numbers
  3. For extract:

    • Scan all source files for localized string references
    • Compare against the existing string table (if any) in assets/data/
    • Generate new entries for strings that don't have keys yet
    • Suggest key names following the convention: [category].[subcategory].[description]
    • Output a diff of new strings to add to the string table
  4. For validate:

    • Read all string table files in assets/data/
    • Check each entry for:
      • Missing translations (key exists but no translation for a locale)
      • Placeholder mismatches (source has {name} but translation is missing it)
      • String length violations (exceeds character limits for UI elements)
      • Orphaned keys (translation exists but nothing references the key in code)
    • Report validation results grouped by locale and severity
  5. For status:

    • Count total localizable strings
    • Per locale: count translated, untranslated, and stale (source changed since translation)
    • Generate a coverage matrix:
    ## Localization Status
    Generated: [Date]
    
    | Locale | Total | Translated | Missing | Stale | Coverage |
    |--------|-------|-----------|---------|-------|----------|
    | en (source) | [N] | [N] | 0 | 0 | 100% |
    | [locale] | [N] | [N] | [N] | [N] | [X]% |
    
    ### Issues
    - [N] hardcoded strings found in source code
    - [N] strings exceeding character limits
    - [N] placeholder mismatches
    - [N] orphaned keys (can be cleaned up)
    

Rules

  • English (en) is always the source locale
  • Every string table entry must include a translator comment explaining context
  • Never modify translation files directly — generate diffs for review
  • Character limits must be defined per-UI-element and enforced automatically
  • Right-to-left (RTL) language support should be considered from the start, not bolted on later
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. 1mo ago First seen · 71 lines · 28 tokens per session scan A f9214e423b0b

Subscribe to this mod's changes

localize is a skill published in the GitHub repository CoralGame/Claude-Code-Game-Studios (19 stars, last pushed 7mo ago), licensed MIT. It adds 28 tokens to every session and 734 once invoked, about $0.0001 per session on Opus 5.5. A static security scan graded it A with 0 findings. It is 100% identical to localize, differing in 0 lines, and is treated as a copy.

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