Agent skill

Add UI String

by openfootmanager in openfootmanager/openfootmanager

Add or change any text a player can see, in every locale the game ships in.

GPL-3.0Auto-check passedTesting & QA

Install Add UI String

skills CLI
$ npx skills add openfootmanager/openfootmanager --skill add-ui-string -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install openfootmanager/openfootmanager add-ui-string --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/openfootmanager/openfootmanager.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.claude/skills/add-ui-string .claude/skills/add-ui-string && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
add-ui-string
GitHub stars
1.1k
Token cost
~2.6k tokens
SKILL.md length
1,341 words
Files
1
Skills in repo
6
Repo updated
First seen
Licence
GPL-3.0

At a glance

Add or change any text a player can see, in every locale the game ships in.

  • Works in 7 steps: Find the right key, don't invent a new one → Add it to en.json first → Translate into the other 11 — properly → …
  • Frontend strings and for Rust-side message keys
  • SKILL.md covers First: will a player read it?, The 12 locales, Procedure and Checklist
  • Calls npm

What it does

Add UI String is an agent skill from openfootmanager/openfootmanager. Add or change any text a player can see, in every locale the game ships in. Covers the full procedure — en.json first, real translations for the rest, INTENTIONALSAME.json only where a term genuinely does not translate, then the two vitest gates. Use for frontend strings and for Rust-side message keys.

Its SKILL.md is about 2.6k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.

It sits in Testing & QA, covering Translation, Unit testing and Internationalization. It works with Rust, Vitest, Tauri and Model Context Protocol. The repository describes itself as: An open source soccer/football manager game. The licence is GPL-3.0.

When your agent uses it

  • Frontend strings and for Rust-side message keys
  • Tasks that involve Translation
  • Tasks that involve Unit testing

Example prompts

  • “/add-ui-string”

Requirements

  • Pre-approved tools (allowed-tools): Read, Edit, Write, Grep, Glob, Bash(npm exec --no -- vitest run src/i18n), Bash(npm exec --no -- vitest run src/utils), Bash(npm run audit:i18n)

Workflow steps

7 steps, taken from the step headings in SKILL.md.

  1. Find the right key, don't invent a new one
  2. Add it to en.json first
  3. Translate into the other 11 — properly
  4. Match how the file already addresses the manager
  5. INTENTIONAL_SAME.json — only for terms that truly don't translate
  6. Backend strings are keys, not prose
  7. Run the gates

What it can do on your machine

Read from SKILL.md and the folder at commit 4615fc5. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves these tools, so the agent can use them without asking each time:

    • Read
    • Edit
    • Write
    • Grep
    • Glob
    • Bash(npm exec --no -- vitest run src/i18n)
    • Bash(npm exec --no -- vitest run src/utils)
    • Bash(npm run audit:i18n)

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    Shell commands in SKILL.md call:

    • npm

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md. Its commands use npm, which can reach the network depending on how they are called.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Add UI String loads about 2.6k tokens when it runs. Until then it costs about 80 tokens; SKILL.md has 1,341 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~80
When it runs · the whole SKILL.md, loaded when a task matches
~2.6k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from openfootmanager/openfootmanager at commit 4615fc5, republished under its GPL-3.0 licence (© openfootmanager). 1,341 words, ~2,605 tokens.

Download SKILL.mdSave it as .claude/skills/add-ui-string/SKILL.md (or your agent's skills folder).
name
add-ui-string
description
Add or change any text a player can see, in every locale the game ships in. Covers the full procedure — en.json first, real translations for the rest, INTENTIONAL_SAME.json only where a term genuinely does not translate, then the two vitest gates. Use for frontend strings and for Rust-side message keys.
allowed-tools
Read, Edit, Write, Grep, Glob, Bash(npm exec --no -- vitest run src/i18n), Bash(npm exec --no -- vitest run src/utils), Bash(npm run audit:i18n)
when_to_use
Adding a label, button, tooltip, error message, news headline, inbox message, aria-label, or any other user-visible text. Also when changing existing wording…
argument-hint
[what the string says or the key you are adding]

Adding a user-facing string

Follow the root Code quality section; use i18n-auditor for translation review and ui-accessibility-reviewer for changed accessible names. /write-tests and ofm-test-reviewer (programme PR 2) provide scenario and regression evidence; locale coverage alone does not prove wiring.

OpenFoot Manager ships in 12 locales. A string that exists only in English is a broken build, not a TODO. This is the project's most frequently violated rule, so follow the steps in order and finish with the tests.

First: will a player read it?

That is the test, and it is narrower than "a human will read it". If the answer is yes — anywhere in the UI, or a backend error the UI surfaces — this skill applies and the string needs all 12 locales.

If the only reader is an AI agent (the MCP server's tool output) or a modder at a terminal (ofm-cli output and its scaffold templates, docs/), it stays English and this skill does not apply. The boundary inside the MCP server: its own private errors reach only the agent, through tools.rs::err_result. But an MCP function that propagates an error from a shared application:: service which also backs a Tauri command (such as application::live_match::*) must keep the be.error.* key, because the UI shows that error on the Tauri path.

Getting this wrong in the cautious direction is not free — a key no player will ever see still costs twelve translations and a row in every locale file, forever. Root CLAUDE.md rule 2 has the table; if a surface is genuinely ambiguous, ask.

The 12 locales

Source of truth: SUPPORTED_LANGUAGES in src/i18n/index.ts.

CodeLanguageCodeLanguage
enEnglish (source)ruRussian
esSpanishpt-BRBrazilian Portuguese
ptPortuguesezh-CNSimplified Chinese
frFrenchcsCzech
deGermantrTurkish
itItalianidIndonesian

Files: src/i18n/locales/<code>.json.

If SUPPORTED_LANGUAGES and this table ever disagree, src/i18n/index.ts wins — read it. It has grown before and will again: id was the twelfth, added in August 2026.

This file and src/CLAUDE.md are the only two that state a count, because they are the only two that carry the list. The rest of the repository's docs say "every locale" on purpose: when id was added, a dozen files were left claiming eleven. Keep it that way.


Procedure

1. Find the right key, don't invent a new one
bash
# Is this string, or something close, already translated?
grep -rn "the exact english text" src/i18n/locales/en.json

Keys are nested and namespaced by feature (squad.*, tactics.*, transfers.*, news.*, settings.*). Put the new key where its siblings live. Reusing an existing key beats adding a near-duplicate — but do not reuse a key across contexts where a translator would need different wording (a noun label and a button verb are different keys even when English collapses them).

2. Add it to en.json first

English is the source. Every other locale is validated against its key set.

Use interpolation for anything dynamic — never build a sentence by concatenating translated fragments, because word order differs by language:

jsonc
// wrong — unassemblable in German or Turkish
"signedFor": "signed for",
// right
"signedFor": "{{player}} signed for {{team}} for {{fee}}"

Pluralisation uses i18next suffixes (_one, _other, and the extra forms ru and cs need). If a count is involved, check how an existing pluralised key in en.json is written and match it.

3. Translate into the other 11 — properly

Add the same key path to cs, de, es, fr, id, it, pt, pt-BR, ru, tr, zh-CN.

  • Keep every interpolation placeholder identical. {{player}} stays {{player}}; only the surrounding text and the word order change.
  • pt and pt-BR are genuinely different — European vs Brazilian vocabulary (relvado vs gramado, equipa vs time). Don't copy one into the other.
  • Football has established vocabulary in each language. Use the term a fan of that language would use, not a literal translation of the English.
  • zh-CN is Simplified Chinese. The font stack in src/App.css has CJK fallbacks — don't remove them.
  • If you genuinely cannot produce a confident translation for a locale, say so in your summary rather than shipping English text under a non-English key. The test will catch it anyway.
Show full SKILL.md (698 more words)Show less
4. Match how the file already addresses the manager

Most of these languages choose between a familiar and a polite second person — du/Sie, tu/vous, ty/vy, kamu/Anda, 你/您 — and that choice is not yours to make one string at a time. Each file has already made it. A string in the wrong register reads to a native speaker the way a stranger using your first name does: not wrong, exactly, but written by someone who wasn't paying attention.

Read four or five neighbouring values in the namespace you are editing, and copy their form.

Do not instead count pronouns across the whole file and follow the majority. Those counts are dominated by third-person text about players rather than text to the manager, and the markers are ambiguous in both directions. Spanish su is "his" far more often than polite "your". And a capital Sie only means formal "you" mid-sentence — at the start of one, where German capitalises regardless, de.json also uses it for "they" and for "it". One string carries the whole problem:

text
transfers.transferFeedbackCounterHeadline
  "Sie wollen mehr, bevor sie einschlagen."   // They want more before shaking hands.

Both pronouns are the same word meaning the same thing — the club on the other side of the deal. Only sentence position capitalises the first. A grep for Sie counts one of them as formal address and misses the other entirely.

Register follows who is speaking, which is why one file can hold both forms correctly. In de.json, a journalist's question under match.press.* is formal (Sie, throughout); a menu label, and the dialogue options the manager picks under be.msg.playerEvent.options.*, are familiar (du). Neither of those is a bug.

Elsewhere in de.json the two forms are genuinely tangled — board correspondence under be.msg.* mixes them from one letter to the next. That is unresolved, not a pattern to copy: if the keys around yours disagree with each other, say so rather than picking one silently.

⚠️ A polite form can force you to guess the manager's gender. Formal Czech takes a plural auxiliary but keeps the participle singular and gendered: uspořádal jste says the manager is a man, uspořádala jste says she is a woman, and the game does not know. Rephrase so that nobody is the subject — Tisková konference dnes už proběhla, a press conference has already taken place today. Any locale that agrees a verb or adjective with the person being addressed can spring this.

5. INTENTIONAL_SAME.json — only for terms that truly don't translate

src/i18n/INTENTIONAL_SAME.json allowlists keys whose value is legitimately identical to English: proper nouns, competition names, position abbreviations like GK. Entries are keyed by locale code, or global for all of them.

This is an escape hatch for linguistics, not for unfinished work. If you find yourself adding several keys at once, you are using it wrong.

6. Backend strings are keys, not prose

Rust never emits English text for the player. It emits a translation key, and the frontend resolves it:

  • src/utils/backendI18n.ts — the main mapping
  • src/utils/backendI18nPlayerEvents.ts — player event messages
  • src/utils/backendI18n.legacy.ts — keys kept for old saves

So a new inbox message or news headline generated in ofm_core means: emit the key on the Rust side, map it in backendI18n.ts if the mapping isn't automatic, and add the key to every locale file. src/utils/backendI18n.localeCoverage.test.ts covers this half.

7. Run the gates
bash
npm exec --no -- vitest run src/i18n        # localeCoverage + frontendKeyCoverage + index
npm exec --no -- vitest run src/utils       # backendI18n coverage, if you touched backend keys
  • localeCoverage.test.ts — every locale has every en.json key, and no locale silently copies the English string (outside INTENTIONAL_SAME.json).
  • frontendKeyCoverage.test.ts — every literal t("…") key in src/ exists in en.json. It parses the TypeScript AST, so typo'd keys fail too.

Then the advisory sweep:

bash
npm run audit:i18n

This command always exits 0. It is a heuristic reporter over both src/ and src-tauri/; read its output and check whether any candidate it lists is a string you just added. A clean run is not a pass — the vitest gates are.


Checklist

  • Key added to src/i18n/locales/en.json, in the right namespace
  • Real translations added to all 11 other locales
  • Interpolation placeholders identical across every locale
  • pt and pt-BR translated separately
  • Form of address matches the neighbouring keys, and no wording assumes the manager’s gender
  • INTENTIONAL_SAME.json touched only for genuinely untranslatable terms
  • Backend keys mapped in src/utils/backendI18n*.ts if applicable
  • npm exec --no -- vitest run src/i18n green
  • npm run audit:i18n output read, not just run
  • Any new aria-label uses a translated string, not a hardcoded one

© openfootmanager, GPL-3.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

Just SKILL.md in .claude/skills/add-ui-string of openfootmanager/openfootmanager.

Open the folder on GitHubat commit 4615fc5

Compare with similar skills

Add UI String next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

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Update TranslationsRaicuparta/rai-pal732—~839Automated safety check: PassGPL-3.0
Adding LLM MCP ToolsTriliumNext/Trilium38k—~2.5kAutomated safety check: PassAGPL-3.0
Rocketmq Rust Issue Generatormxsm/rocketmq-rust1.5k—~1.6kAutomated safety check: PassApache-2.0
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Questions about Add UI String

What does Add UI String do?

Add or change any text a player can see, in every locale the game ships in. Add UI String is an agent skill from openfootmanager/openfootmanager. Add or change any text a player can see, in every locale the game ships in.

When should I use Add UI String?

Add UI String fits situations like: frontend strings and for Rust-side message keys; tasks that involve Translation; tasks that involve Unit testing.

How do I install Add UI String in Claude Code?

Run `npx skills add openfootmanager/openfootmanager --skill add-ui-string -a claude-code`. Or copy the skill folder (.claude/skills/add-ui-string in openfootmanager/openfootmanager) into .claude/skills/add-ui-string in your project. Claude Code loads it when a task matches its description.

How do I install Add UI String in Codex?

Run `npx skills add openfootmanager/openfootmanager --skill add-ui-string -a codex`. Or copy the skill folder (.claude/skills/add-ui-string in openfootmanager/openfootmanager) into .agents/skills/add-ui-string in your project. Codex loads it when a task matches its description.

Can I use Add UI String in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add openfootmanager/openfootmanager --skill add-ui-string -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/add-ui-string, .gemini/skills/add-ui-string, .github/skills/add-ui-string and .opencode/skills/add-ui-string in your project.

What does Add UI String need to run?

Going by SKILL.md and its folder, Add UI String needs the command-line tools its instructions call (npm). Its frontmatter pre-approves these tools: Read, Edit, Write, Grep, Glob, Bash(npm exec --no -- vitest run src/i18n), Bash(npm exec --no -- vitest run src/utils), Bash(npm run audit:i18n).

Does Add UI String access the network?

SKILL.md contains no URLs. Its commands use npm, which can reach the network depending on how they are called. This is read from the text; nothing was executed.

Is Add UI String safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Add UI String use?

Add UI String is published under the GPL-3.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Add UI String use?

About 2.6k tokens (SKILL.md is roughly 10k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Add UI String?

Skills that share tags, products or a category with Add UI String: Fantasia Arbor (vishiri/fantasia-archive, 409 stars), Update Translations (Raicuparta/rai-pal, 732 stars), Adding LLM MCP Tools (TriliumNext/Trilium, 38k stars) and Rocketmq Rust Issue Generator (mxsm/rocketmq-rust, 1.5k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Add UI String?

openfootmanager (a GitHub organization) maintains it in openfootmanager/openfootmanager, which has 1,135 GitHub stars. The repository holds 6 skills in this directory. The repository was last updated on October 7, 2026.

Source: openfootmanager/openfootmanager on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.