public UpdateLevelUpDeterminatorText() { CharGenText = Game.Instance.BlueprintRoot.LocalizedTexts.UserInterfacesText.CharGen; SavedText = CharGenText.ChannelEnergy; SavedChoiceText = CharGenText.ChooseChannelEnergy; MysteryText = Helpers.CreateString("CharGen.Mystery", RES.OracleMysteryFeatureName_info); ChooseMysteryText = Helpers.CreateString("CharGen.ChooseMystery", RES.ChooseMysteryLocalized_info); FavoredClass = Helpers.CreateString("CharGen.FavoredClass", RES.FavoredClassFeatureName_info); ChooseFavoredClass = Helpers.CreateString("CharGen.ChooseFavoredClass", RES.ChooseFavoredClassLocalized_info); BonusText = Helpers.CreateString("CharGen.FavoredClassBonus", RES.FavoredClassFeatureName_info); ChooseBonusText = Helpers.CreateString("CharGen.ChooseFavoredClassBonus", ""); }
public UpdateLevelUpDeterminatorText() { CharGenText = Game.Instance.BlueprintRoot.LocalizedTexts.UserInterfacesText.CharGen; SavedText = CharGenText.ChannelEnergy; SavedChoiceText = CharGenText.ChooseChannelEnergy; MysteryText = Helpers.CreateString("CharGen.Mystery", "秘视域"); ChooseMysteryText = Helpers.CreateString("CharGen.ChooseMystery", "选择秘视域"); FavoredClass = Helpers.CreateString("CharGen.FavoredClass", "天赋职业s"); ChooseFavoredClass = Helpers.CreateString("CharGen.ChooseFavoredClass", "选择天赋职业"); BonusText = Helpers.CreateString("CharGen.FavoredClassBonus", "天赋职业"); ChooseBonusText = Helpers.CreateString("CharGen.ChooseFavoredClassBonus", "选择天赋职业奖励"); }