15 return EClass.sources.races.map[this.idRace];
21 public override string RefDrama2
29 return this.Race.GetName();
35 public override string RefDrama3
39 return this.numRequired.ToString() ??
"";
44 public override bool IsComplete()
46 return this.numHunted >= this.numRequired;
55 if (row.quality == 0 && row.race == idRace && row.chance > 0 && row.hostility !=
"Friend")
64 public override void OnInit()
68 this.numRequired = 20;
75 for (
int i = 0; i < 100; i++)
83 this.numRequired = 3 + this.owner.difficulty * 2 +
EClass.rnd(5);
86 this.numRequired = 10 + this.owner.difficulty * 3 +
EClass.rnd(5);
90 public override void OnKillChara(
Chara c)
93 CS$<>8__locals1.<>4__this =
this;
94 CS$<>8__locals1.c = c;
95 if (CS$<>8__locals1.c.IsPCFaction)
101 if (CS$<>8__locals1.c.race.id ==
this.idRace)
103 this.<OnKillChara>g__CountKill|16_0(ref CS$<>8__locals1);
107 else if (CS$<>8__locals1.c.OriginalHostility <= Hostility.Enemy)
109 this.<OnKillChara>g__CountKill|16_0(ref CS$<>8__locals1);
114 public override string GetTextProgress()
118 return "progressHuntRace".lang(this.numHunted.ToString() ??
"",
this.numRequired.ToString() ??
"",
this.Race.GetName(),
null,
null);
120 return "progressHunt".lang(this.numHunted.ToString() ??
"",
this.numRequired.ToString() ??
"",
null,
null,
null);
124 public override void OnGetDetail(ref
string detail,
bool onJournal)
134 detail =
string.Concat(
new string[]
139 "target_huntRace".lang(),
144 detail =
string.Concat(
new string[]
147 row.GetName().ToTitleCase(
true),
149 EClass.sources.races.map[this.idRace].GetName(),
157 detail += Environment.NewLine;
164 private void <OnKillChara>g__CountKill|16_0(ref
QuestTaskHunt.<>c__DisplayClass16_0 A_1)
167 if (this.numHunted > this.numRequired)
169 this.numHunted = this.numRequired;
172 this.owner.bonusMoney +=
EClass.curve(3 + A_1.c.LV, 50, 10, 75) * ((this.type ==
QuestTaskHunt.Type.Race) ? 2 : 1);
177 public int numHunted;
181 public int numRequired;
185 public string idRace;
189 public QuestTaskHunt.Type type;
192 public QuestTaskHunt.Setup setup;