cst-localization

Manage localization keys in DefaultLanguages.cs and ConfigTranslations.cs for CaptainSkillTree.

1|Updated Jul 15, 2025
One-click install
npx skills add https://github.com/KorCaptain/Valheim_Captain_SkillTree --skill cst-localization
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: cst-localization
Source: https://github.com/KorCaptain/Valheim_Captain_SkillTree/tree/main/.claude/skills/cst-localization
Command: npx skills add https://github.com/KorCaptain/Valheim_Captain_SkillTree --skill cst-localization

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Localization workflows for CaptainSkillTree are scattered across code and config files, causing missing keys, inconsistent translations, and maintenance overhead.

Core Features & Use Cases

  • Centralized key registry in DefaultLanguages.cs to ensure KO and EN keys are registered consistently.
  • Translation management in ConfigTranslations.cs to maintain structured, multi-language strings.
  • Validation and safety: pre-build checks via a script (scripts/validate_loc_keys.ps1) to catch missing keys or malformed translations.
  • Use Case: When adding a new UI string, add a key in DefaultLanguages.cs and provide translations in ConfigTranslations.cs, then run the validation to verify correctness.

Quick Start

Add a new localization key by editing DefaultLanguages.cs and provide translations in ConfigTranslations.cs, then run the validation script before building.

Frequently Asked Questions about cst-localization

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I manage Unity localization keys for UI text across multiple languages?

Preventing missing localization keys involves running a validation script (validate_loc_keys.ps1) before building. This script catches missing keys or malformed translations, ensuring code and config files stay synchronized and preventing runtime errors from unregistered UI strings.

How do I add a new multilingual UI string in CaptainSkillTree?

ConfigTranslations.cs stores structured, multi-language strings for UI text. It maintains translation entries alongside keys registered in DefaultLanguages.cs, ensuring translations are formatted correctly and accessible during runtime localization lookups.

Why does my Unity build fail with missing localization keys?

Unity builds fail with missing localization keys when translations are not registered in DefaultLanguages.cs or formatted correctly in ConfigTranslations.cs. Running validate_loc_keys.ps1 before building catches these mismatches and ensures all keys exist across required languages.

Can I use this localization workflow for both KO and EN translations?

Validating localization changes requires running scripts/validate_loc_keys.ps1. This PowerShell script checks for missing keys and malformed translations before build, ensuring all registered keys in DefaultLanguages.cs have corresponding entries in ConfigTranslations.cs.