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.
npx agentmods add skills/striderza/opencodegamestudios/localizenpx skills add striderZA/OpenCodeGameStudios --skill localizegit clone --depth 1 https://github.com/striderZA/OpenCodeGameStudiosWrote 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.
[](https://agentmods.dev/skills/striderza/opencodegamestudios/localize)<a href="https://agentmods.dev/skills/striderza/opencodegamestudios/localize"><img src="https://agentmods.dev/badge/skills/striderza/opencodegamestudios/localize.svg" alt="Measured on agentmods" height="20"></a>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.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5 | $0.00050 | $0.04232 |
| Opus 5 | $0.00025 | $0.02116 |
| Sonnet 5 | $0.00010 | $0.00846 |
| Haiku 4.5 | $0.00005 | $0.00423 |
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 yesterday.
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.
This is a copy
97% identical to localize — 7 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.
How it starts
The opening of the file, as written. The whole thing — 441 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Localization Pipeline
Localization is not just translation — it is the full process of making a game feel native in every language and region. Poor localization breaks immersion, confuses players, and blocks platform certification. This skill covers the complete pipeline from string extraction through cultural review, VO recording, RTL layout testing, and localization QA sign-off.
Modes:
scan— Find hardcoded strings and localization anti-patterns (read-only)extract— Extract strings and generate translation-ready tablesvalidate— Check translations for completeness, placeholders, and lengthstatus— Coverage matrix across all localesbrief— Generate translator context briefing document for an external teamcultural-review— Flag culturally sensitive content, symbols, colours, idiomsvo-pipeline— Manage voice-over localization: scripts, recording specs, integrationrtl-check— Validate RTL language layout, mirroring, and font supportfreeze— Enforce string freeze; lock source strings before translation beginsqa— Run the full localization QA cycle before release
If no subcommand is provided, output usage and stop. Verdict: FAIL — missing required subcommand.
Phase 2A: Scan Mode
Search src/ for hardcoded user-facing strings:
- String literals in UI code not wrapped in a localization function (
tr(),Tr(),NSLocalizedString,GetText, etc.) - Concatenated strings that should be parameterized
- Strings with positional placeholders (
%s,%d) instead of named ones ({playerName}) - Format strings that mix locale-sensitive data (numbers, dates, currencies) without locale-aware formatting
Search for localization anti-patterns:
- Date/time formatting not using locale-aware functions
- Number formatting without locale awareness (
1,000vs1.000) - Text embedded in images or textures (flag asset files in
assets/) - Strings that assume left-to-right text direction (positional layout, string assembly order)
- Gender/plurality assumptions baked into string logic (must use plural forms or gender tokens)
- Hardcoded punctuation (e.g.
"You won!"— exclamation styles vary by locale)
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.
- yesterday First seen · 441 lines · 50 tokens per session scan A 02793215f5da
localize is a skill published in the GitHub repository striderZA/OpenCodeGameStudios (83 stars, last pushed 24d ago), licensed MIT. It adds 50 tokens to every session and 4,232 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. It is 97% identical to localize, differing in 7 lines, and is treated as a copy.
Other skills, from other repositories
cgs-release-checklist
Use for release checklist tasks that check build, packaging, store, QA, localization, accessibility, rollback, and ship/no-ship readiness; produce verification evidence, changed or proposed files, and handoff boundaries.
cgs-content-audit
Use for content audit tasks that audit content coverage, duplication, tone consistency, localization needs, and production completeness; produce verification evidence, changed or proposed files, and handoff boundaries.
cgs-localize
Use for localize tasks that plan localization keys, context, screenshots, pluralization, text expansion, and review workflow; produce verification evidence, changed or proposed files, and handoff boundaries.
localize
Run the localization workflow: extract strings, validate localization readiness, check for hardcoded text, and generate translation-ready string tables.
localization
Use when implementing localization (i18n/l10n) — TranslationServer, CSV/PO translation files, locale switching, RTL support, and pluralization in Godot 4.3+.
roblox-localization
Use when implementing Roblox multi-language support, translation tables, auto-translation, locale-specific content, or region detection.