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/traftg/opencode-game-studio/localizenpx skills add TraftG/opencode-game-studio --skill localizegit clone --depth 1 https://github.com/TraftG/opencode-game-studioWrote 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/traftg/opencode-game-studio/localize)<a href="https://agentmods.dev/skills/traftg/opencode-game-studio/localize"><img src="https://agentmods.dev/badge/skills/traftg/opencode-game-studio/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 | $0.00028 | $0.00734 |
| Opus 5 | $0.00014 | $0.00367 |
| Sonnet 5 | $0.00006 | $0.00147 |
| Haiku 4.5 | $0.00003 | $0.00073 |
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.
What it actually says
When this skill is invoked:
-
Parse the subcommand from the argument:
scan— Scan for localization issues (hardcoded strings, missing keys)extract— Extract new strings and generate/update string tablesvalidate— Validate existing translations for completeness and formatstatus— Report overall localization status
-
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
- Search
-
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
-
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
- Read all string table files in
-
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
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 · 71 lines · 28 tokens per session scan A f9214e423b0b
localize is a skill published in the GitHub repository TraftG/opencode-game-studio (38 stars, last pushed 4mo ago), licensed MIT. It adds 28 tokens to every session and 734 once invoked, about $0.0001 per session on Opus 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 2026-09-03.
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localize
Full localization pipeline: scan for hardcoded strings, extract and manage string tables, validate translations, generate translator briefings, run cultural/sensitivity review, manage VO localization, test RTL/platform requirements, enforce string freeze, and report coverage.