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authorMadCamel <madcamel@gmail.com>2009-08-29 20:43:53 -0400
committerMadCamel <madcamel@gmail.com>2009-08-29 20:45:59 -0400
commit837194519b2be29aa7665828e4d7cb8035fe1c3b (patch)
tree6aefce861fe537c58a585c5ec6e353331891e1ba /src/map/skill.c
parentde294e7c7d5ccf129eea3ce45c8023fa7b6d371d (diff)
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Converted to Mersenne Twister for random.
Randomerer! Also: Fixed a security problem. Can you find it?
Diffstat (limited to 'src/map/skill.c')
-rw-r--r--src/map/skill.c136
1 files changed, 68 insertions, 68 deletions
diff --git a/src/map/skill.c b/src/map/skill.c
index c661dc2..0539f9a 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -943,13 +943,13 @@ int skill_additional_effect( struct block_list* src, struct block_list *bl,int s
case 0: /* 通常攻撃 */
/* 自動鷹 */
if( sd && pc_isfalcon(sd) && sd->status.weapon == 11 && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
- rand()%1000 <= sd->paramc[5]*10/3+1 ) {
+ MRAND(1000) <= sd->paramc[5]*10/3+1 ) {
int lv=(sd->status.job_level+9)/10;
skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<lv)?skill:lv,tick,0xf00000);
}
// スナッチャー
if(sd && sd->status.weapon != 11 && (skill=pc_checkskill(sd,RG_SNATCHER)) > 0)
- if((skill*15 + 55) + (skill2 = pc_checkskill(sd,TF_STEAL))*10 > rand()%1000) {
+ if((skill*15 + 55) + (skill2 = pc_checkskill(sd,TF_STEAL))*10 > MRAND(1000)) {
if(pc_steal_item(sd,bl))
clif_skill_nodamage(src,bl,TF_STEAL,skill2,1);
else
@@ -959,14 +959,14 @@ int skill_additional_effect( struct block_list* src, struct block_list *bl,int s
case SM_BASH: /* バッシュ(急所攻撃) */
if( sd && (skill=pc_checkskill(sd,SM_FATALBLOW))>0 ){
- if( rand()%100 < 6*(skilllv-5)*sc_def_vit/100 )
+ if(MRAND(100) < 6*(skilllv-5)*sc_def_vit/100 )
skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(SM_FATALBLOW,skilllv),0);
}
break;
case TF_POISON: /* インベナム */
case AS_SPLASHER: /* ベナムスプラッシャー */
- if(rand()%100< (2*skilllv+10)*sc_def_vit/100 )
+ if(MRAND(100) < (2*skilllv+10)*sc_def_vit/100 )
skill_status_change_start(bl,SC_POISON,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
else{
if(sd && skillid==TF_POISON)
@@ -975,14 +975,14 @@ int skill_additional_effect( struct block_list* src, struct block_list *bl,int s
break;
case AS_SONICBLOW: /* ソニックブロー */
- if( rand()%100 < (2*skilllv+10)*sc_def_vit/100 )
+ if(MRAND(100) < (2*skilllv+10)*sc_def_vit/100 )
skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
break;
case HT_FREEZINGTRAP: /* フリージングトラップ */
rate=skilllv*3+35;
- if(rand()%100 < rate*sc_def_mdef/100)
+ if(MRAND(100) < rate*sc_def_mdef/100)
skill_status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
break;
@@ -990,7 +990,7 @@ int skill_additional_effect( struct block_list* src, struct block_list *bl,int s
case WZ_FROSTNOVA: /* フロストノヴァ */
rate=(skilllv*3+35)*sc_def_mdef/100-(battle_get_int(bl)+battle_get_luk(bl))/15;
rate=rate<=5?5:rate;
- if(rand()%100 < rate)
+ if(MRAND(100) < rate)
skill_status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
else if(sd)
clif_skill_fail(sd,skillid,0,0);
@@ -1008,7 +1008,7 @@ int skill_additional_effect( struct block_list* src, struct block_list *bl,int s
break;
case HT_LANDMINE: /* ランドマイン */
- if( rand()%100 < (5*skilllv+30)*sc_def_vit/100 )
+ if( MRAND(100) < (5*skilllv+30)*sc_def_vit/100 )
skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
break;
@@ -1019,62 +1019,62 @@ int skill_additional_effect( struct block_list* src, struct block_list *bl,int s
}
break;
case HT_SANDMAN: /* サンドマン */
- if( rand()%100 < (5*skilllv+30)*sc_def_int/100 )
+ if( MRAND(100) < (5*skilllv+30)*sc_def_int/100 )
skill_status_change_start(bl,SC_SLEEP,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
break;
case TF_SPRINKLESAND: /* 砂まき */
- if( rand()%100 < 15*sc_def_int/100 )
+ if( MRAND(100) < 15*sc_def_int/100 )
skill_status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
break;
case TF_THROWSTONE: /* 石投げ */
- if( rand()%100 < 5*sc_def_vit/100 )
+ if( MRAND(100) < 5*sc_def_vit/100 )
skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
break;
case CR_HOLYCROSS: /* ホーリークロス */
- if( rand()%100 < 3*skilllv*sc_def_int/100 )
+ if( MRAND(100) < 3*skilllv*sc_def_int/100 )
skill_status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
break;
case CR_GRANDCROSS: /* グランドクロス */
{
int race = battle_get_race(bl);
- if( (battle_check_undead(race,battle_get_elem_type(bl)) || race == 6) && rand()%100 < 100000*sc_def_int/100) //強制付与だが完全耐性には無効
+ if( (battle_check_undead(race,battle_get_elem_type(bl)) || race == 6) && MRAND(100) < 100000*sc_def_int/100) //強制付与だが完全耐性には無効
skill_status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
}
break;
case CR_SHIELDCHARGE: /* シールドチャージ */
- if( rand()%100 < (15 + skilllv*5)*sc_def_vit/100 )
+ if( MRAND(100) < (15 + skilllv*5)*sc_def_vit/100 )
skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
break;
case RG_RAID: /* サプライズアタック */
- if( rand()%100 < (10+3*skilllv)*sc_def_vit/100 )
+ if( MRAND(100) < (10+3*skilllv)*sc_def_vit/100 )
skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
- if( rand()%100 < (10+3*skilllv)*sc_def_int/100 )
+ if( MRAND(100) < (10+3*skilllv)*sc_def_int/100 )
skill_status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
break;
case BA_FROSTJOKE:
- if(rand()%100 < (15+5*skilllv)*sc_def_mdef/100)
+ if(MRAND(100) < (15+5*skilllv)*sc_def_mdef/100)
skill_status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
break;
case DC_SCREAM:
- if( rand()%100 < (25+5*skilllv)*sc_def_vit/100 )
+ if( MRAND(100) < (25+5*skilllv)*sc_def_vit/100 )
skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
break;
case BD_LULLABY: /* 子守唄 */
- if( rand()%100 < 15*sc_def_int/100 )
+ if( MRAND(100) < 15*sc_def_int/100 )
skill_status_change_start(bl,SC_SLEEP,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
break;
/* MOBの追加効果付きスキル */
case NPC_PETRIFYATTACK:
- if(rand()%100 < sc_def_mdef)
+ if(MRAND(100) < sc_def_mdef)
skill_status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
break;
case NPC_POISON:
@@ -1084,12 +1084,12 @@ int skill_additional_effect( struct block_list* src, struct block_list *bl,int s
skill_status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skilllv,0);
break;
case NPC_CURSEATTACK:
- if(rand()%100 < sc_def_luk)
+ if(MRAND(100) < sc_def_luk)
skill_status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
break;
case NPC_SLEEPATTACK:
case NPC_BLINDATTACK:
- if(rand()%100 < sc_def_int)
+ if(MRAND(100) < sc_def_int)
skill_status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
break;
case NPC_MENTALBREAKER:
@@ -1103,43 +1103,43 @@ int skill_additional_effect( struct block_list* src, struct block_list *bl,int s
// -- moonsoul (adding status effect chance given to wizard aoe skills meteor and vermillion)
//
case WZ_METEOR:
- if(rand()%100 < sc_def_vit)
+ if(MRAND(100) < sc_def_vit)
skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
break;
case WZ_VERMILION:
- if(rand()%100 < sc_def_int)
+ if(MRAND(100) < sc_def_int)
skill_status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
break;
// -- moonsoul (stun ability of new champion skill tigerfist)
//
case CH_TIGERFIST:
- if( rand()%100 < (5 + skilllv*5)*sc_def_vit/100 )
+ if( MRAND(100) < (5 + skilllv*5)*sc_def_vit/100 )
skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
break;
case LK_SPIRALPIERCE:
- if( rand()%100 < (15 + skilllv*5)*sc_def_vit/100 )
+ if( MRAND(100) < (15 + skilllv*5)*sc_def_vit/100 )
skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
break;
case ST_REJECTSWORD: /* フリージングトラップ */
- if( rand()%100 < (10 + skilllv*5) )
+ if( MRAND(100) < (10 + skilllv*5) )
skill_status_change_start(bl,SC_AUTOCOUNTER,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
break;
case PF_FOGWALL: /* ホーリークロス */
- if( rand()%100 < 3*skilllv*sc_def_int/100 )
+ if( MRAND(100) < 3*skilllv*sc_def_int/100 )
skill_status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
break;
case LK_HEADCRUSH: /* ヘッドクラッシュ */
{//条件が良く分からないので適当に
int race=battle_get_race(bl);
- if( !(battle_check_undead(race,battle_get_elem_type(bl)) || race == 6) && rand()%100 < (2*skilllv+10)*sc_def_vit/100 )
+ if( !(battle_check_undead(race,battle_get_elem_type(bl)) || race == 6) && MRAND(100) < (2*skilllv+10)*sc_def_vit/100 )
skill_status_change_start(bl,SC_HEADCRUSH,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
}
break;
case LK_JOINTBEAT: /* ジョイントビート */
//条件が良く分からないので適当に
- if( rand()%100 < (2*skilllv+10)*sc_def_vit/100 )
+ if( MRAND(100) < (2*skilllv+10)*sc_def_vit/100 )
skill_status_change_start(bl,SC_JOINTBEAT,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
break;
case PF_SPIDERWEB: /* スパイダーウェッブ */
@@ -1152,9 +1152,9 @@ int skill_additional_effect( struct block_list* src, struct block_list *bl,int s
}
break;
case ASC_METEORASSAULT: /* メテオアサルト */
- if( rand()%100 < (15 + skilllv*5)*sc_def_vit/100 ) //状態異常は詳細が分からないので適当に
+ if( MRAND(100) < (15 + skilllv*5)*sc_def_vit/100 ) //状態異常は詳細が分からないので適当に
skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
- if( rand()%100 < (10+3*skilllv)*sc_def_int/100 )
+ if( MRAND(100) < (10+3*skilllv)*sc_def_int/100 )
skill_status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
break;
case MO_EXTREMITYFIST: /* 阿修羅覇凰拳 */
@@ -1179,14 +1179,14 @@ int skill_additional_effect( struct block_list* src, struct block_list *bl,int s
sc_def_card=sc_def_luk;
if(!sd->state.arrow_atk) {
- if(rand()%10000 < (sd->addeff[i-SC_STONE])*sc_def_card/100 ){
+ if(MRAND(100) < (sd->addeff[i-SC_STONE])*sc_def_card/100 ){
if(battle_config.battle_log)
printf("PC %d skill_addeff: cardによる異常発動 %d %d\n",sd->bl.id,i,sd->addeff[i-SC_STONE]);
skill_status_change_start(bl,i,7,0,0,0,(i==SC_CONFUSION)? 10000+7000:skill_get_time2(sc2[i-SC_STONE],7),0);
}
}
else {
- if(rand()%10000 < (sd->addeff[i-SC_STONE]+sd->arrow_addeff[i-SC_STONE])*sc_def_card/100 ){
+ if(MRAND(100) < (sd->addeff[i-SC_STONE]+sd->arrow_addeff[i-SC_STONE])*sc_def_card/100 ){
if(battle_config.battle_log)
printf("PC %d skill_addeff: cardによる異常発動 %d %d\n",sd->bl.id,i,sd->addeff[i-SC_STONE]);
skill_status_change_start(bl,i,7,0,0,0,(i==SC_CONFUSION)? 10000+7000:skill_get_time2(sc2[i-SC_STONE],7),0);
@@ -1203,14 +1203,14 @@ int skill_additional_effect( struct block_list* src, struct block_list *bl,int s
sc_def_card=sc_def_luk2;
if(!sd->state.arrow_atk) {
- if(rand()%10000 < (sd->addeff2[i-SC_STONE])*sc_def_card/100 ){
+ if(MRAND(100) < (sd->addeff2[i-SC_STONE])*sc_def_card/100 ){
if(battle_config.battle_log)
printf("PC %d skill_addeff: cardによる異常発動 %d %d\n",src->id,i,sd->addeff2[i-SC_STONE]);
skill_status_change_start(src,i,7,0,0,0,(i==SC_CONFUSION)? 10000+7000:skill_get_time2(sc2[i-SC_STONE],7),0);
}
}
else {
- if(rand()%10000 < (sd->addeff2[i-SC_STONE]+sd->arrow_addeff2[i-SC_STONE])*sc_def_card/100 ){
+ if(MRAND(100) < (sd->addeff2[i-SC_STONE]+sd->arrow_addeff2[i-SC_STONE])*sc_def_card/100 ){
if(battle_config.battle_log)
printf("PC %d skill_addeff: cardによる異常発動 %d %d\n",src->id,i,sd->addeff2[i-SC_STONE]);
skill_status_change_start(src,i,7,0,0,0,(i==SC_CONFUSION)? 10000+7000:skill_get_time2(sc2[i-SC_STONE],7),0);
@@ -1564,7 +1564,7 @@ int skill_attack( int attack_type, struct block_list* src, struct block_list *ds
int s_lv = battle_get_lv(src),t_lv = battle_get_lv(bl);
int rate = 50 + skilllv * 5;
rate = rate + (s_lv - t_lv);
- if(rand()%100 < rate)
+ if(MRAND(100) < rate)
skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag);
}
if(damage > 0 && dmg.flag&BF_SKILL && bl->type==BL_PC && pc_checkskill((struct map_session_data *)bl,RG_PLAGIARISM)){
@@ -1617,22 +1617,22 @@ int skill_attack( int attack_type, struct block_list* src, struct block_list *ds
struct map_session_data *sd = (struct map_session_data *)src;
int hp = 0,sp = 0;
nullpo_retr(0, sd);
- if(sd->hp_drain_rate && sd->hp_drain_per > 0 && dmg.damage > 0 && rand()%100 < sd->hp_drain_rate) {
+ if(sd->hp_drain_rate && sd->hp_drain_per > 0 && dmg.damage > 0 && MRAND(100) < sd->hp_drain_rate) {
hp += (dmg.damage * sd->hp_drain_per)/100;
if(sd->hp_drain_rate > 0 && hp < 1) hp = 1;
else if(sd->hp_drain_rate < 0 && hp > -1) hp = -1;
}
- if(sd->hp_drain_rate_ && sd->hp_drain_per_ > 0 && dmg.damage2 > 0 && rand()%100 < sd->hp_drain_rate_) {
+ if(sd->hp_drain_rate_ && sd->hp_drain_per_ > 0 && dmg.damage2 > 0 && MRAND(100) < sd->hp_drain_rate_) {
hp += (dmg.damage2 * sd->hp_drain_per_)/100;
if(sd->hp_drain_rate_ > 0 && hp < 1) hp = 1;
else if(sd->hp_drain_rate_ < 0 && hp > -1) hp = -1;
}
- if(sd->sp_drain_rate > 0 && sd->sp_drain_per > 0 && dmg.damage > 0 && rand()%100 < sd->sp_drain_rate) {
+ if(sd->sp_drain_rate > 0 && sd->sp_drain_per > 0 && dmg.damage > 0 && MRAND(100) < sd->sp_drain_rate) {
sp += (dmg.damage * sd->sp_drain_per)/100;
if(sd->sp_drain_rate > 0 && sp < 1) sp = 1;
else if(sd->sp_drain_rate < 0 && sp > -1) sp = -1;
}
- if(sd->sp_drain_rate_ > 0 && sd->sp_drain_per_ > 0 && dmg.damage2 > 0 && rand()%100 < sd->sp_drain_rate_) {
+ if(sd->sp_drain_rate_ > 0 && sd->sp_drain_per_ > 0 && dmg.damage2 > 0 && MRAND(100) < sd->sp_drain_rate_) {
sp += (dmg.damage2 * sd->sp_drain_per_)/100;
if(sd->sp_drain_rate_ > 0 && sp < 1) sp = 1;
else if(sd->sp_drain_rate_ < 0 && sp > -1) sp = -1;
@@ -1865,7 +1865,7 @@ static int skill_timerskill(int tid, unsigned int tick, int id,int data )
int x,y,i,j,c;
pc_randomwarp(sd,3);
for(i=0;i<16;i++) {
- j = rand()%8;
+ j = MRAND(8);
x = sd->bl.x + dirx[j];
y = sd->bl.y + diry[j];
if((c=map_getcell(sd->bl.m,x,y)) != 1 && c != 5)
@@ -1886,7 +1886,7 @@ static int skill_timerskill(int tid, unsigned int tick, int id,int data )
int x,y,i,j,c;
mob_warp(md,-1,-1,-1,3);
for(i=0;i<16;i++) {
- j = rand()%8;
+ j = MRAND(8);
x = md->bl.x + dirx[j];
y = md->bl.y + diry[j];
if((c=map_getcell(md->bl.m,x,y)) != 1 && c != 5)
@@ -2163,7 +2163,7 @@ int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int s
case AM_ACIDTERROR: /* アシッドテラー */
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
- if(bl->type == BL_PC && rand()%100 < skill_get_time(skillid,skilllv) && battle_config.equipment_breaking)
+ if(bl->type == BL_PC && MRAND(100) < skill_get_time(skillid,skilllv) && battle_config.equipment_breaking)
pc_breakarmor((struct map_session_data *)bl);
break;
case MO_FINGEROFFENSIVE: /* 指弾 */
@@ -2692,7 +2692,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
case AL_DECAGI: /* 速度減少 */
if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
break;
- if( rand()%100 < (50+skilllv*3+(battle_get_lv(src)+battle_get_int(src)/5)-sc_def_mdef) ) {
+ if( MRAND(100) < (50+skilllv*3+(battle_get_lv(src)+battle_get_int(src)/5)-sc_def_mdef) ) {
clif_skill_nodamage(src,bl,skillid,skilllv,1);
skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
}
@@ -2704,7 +2704,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
if(battle_check_target(src,bl,BCT_ENEMY) && (race == 6 || battle_check_undead(race,ele))) {
int slv=battle_get_lv(src),tlv=battle_get_lv(bl),rate;
rate = 25 + skilllv*2 + slv - tlv;
- if(rand()%100 < rate)
+ if(MRAND(100) < rate)
skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,0,0);
}
}
@@ -2726,7 +2726,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
break;
if(sc_data && sc_data[SC_DIVINA].timer != -1)
skill_status_change_end(bl,SC_DIVINA,-1);
- else if( rand()%100 < sc_def_vit ) {
+ else if( MRAND(100) < sc_def_vit ) {
skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
}
}
@@ -2826,7 +2826,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
break;
}
}
- if(rand()%100 > (75+skilllv*1) && (skilllv != 5)) {
+ if(MRAND(100) > (75+skilllv*1) && (skilllv != 5)) {
clif_skill_fail(sd,skillid,0,0);
clif_skill_nodamage(src,bl,skillid,skilllv,0);
if(bl->type==BL_PC && battle_config.equipment_breaking) {
@@ -3021,7 +3021,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
}
}else if(sd && dstmd){ //対象がモンスターの場合
//20%の確率で対象のLv*2のSPを回復する。成功したときはターゲット(σ゚Д゚)σゲッツ!!
- if(rand()%100<20){
+ if(MRAND(100)<20){
i=2*mob_db[dstmd->class].lv;
mob_target(dstmd,src,0);
}
@@ -3063,7 +3063,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
clif_skill_nodamage(src,bl,skillid,skilllv,1);
if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_weapon_damage )
break;
- if( rand()%100 < (20+ 10*skilllv)*sc_def_vit/100 ) {
+ if( MRAND(100) < (20+ 10*skilllv)*sc_def_vit/100 ) {
skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
}
break;
@@ -3318,7 +3318,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
clif_skill_nodamage(src,bl,skillid,skilllv,1);
if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
break;
- if( rand()%100 < skilllv*4+20 && !battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl)))
+ if( MRAND(100) < skilllv*4+20 && !battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl)))
skill_status_change_start(bl,SC_STONE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
else if(sd)
clif_skill_fail(sd,skillid,0,0);
@@ -3359,7 +3359,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
int blind_time;
//blind_time=30-battle_get_vit(bl)/10-battle_get_int/15;
blind_time=30*(100-(battle_get_int(bl)+battle_get_vit(bl))/2)/100;
- if(rand()%100 < (100-(battle_get_int(bl)/2+battle_get_vit(bl)/3+battle_get_luk(bl)/10)))
+ if(MRAND(100) < (100-(battle_get_int(bl)/2+battle_get_vit(bl)/3+battle_get_luk(bl)/10)))
skill_status_change_start(bl, SC_BLIND,1,0,0,0,blind_time,0);
}
if(dstmd){
@@ -3367,7 +3367,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
dstmd->target_id=0;
dstmd->state.targettype = NONE_ATTACKABLE;
dstmd->state.skillstate=MSS_IDLE;
- dstmd->next_walktime=tick+rand()%3000+3000;
+ dstmd->next_walktime=tick+MRAND(3000)+3000;
}
}
break;
@@ -3455,7 +3455,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
break;
strip_per = 5+2*skilllv+strip_fix/5;
strip_time = skill_get_time(skillid,skilllv)+strip_fix/2;
- if(rand()%100 < strip_per){
+ if(MRAND(100) < strip_per){
clif_skill_nodamage(src,bl,skillid,skilllv,1);
skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,strip_time,0 );
if(dstsd){
@@ -3478,7 +3478,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
break;
strip_per = 5+2*skilllv+strip_fix/5;
strip_time = skill_get_time(skillid,skilllv)+strip_fix/2;
- if(rand()%100 < strip_per){
+ if(MRAND(100) < strip_per){
clif_skill_nodamage(src,bl,skillid,skilllv,1);
skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,strip_time,0 );
if(dstsd){
@@ -3501,7 +3501,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
break;
strip_per = 5+2*skilllv+strip_fix/5;
strip_time = skill_get_time(skillid,skilllv)+strip_fix/2;
- if(rand()%100 < strip_per){
+ if(MRAND(100) < strip_per){
clif_skill_nodamage(src,bl,skillid,skilllv,1);
skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,strip_time,0 );
if(dstsd){
@@ -3523,7 +3523,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
break;
strip_per = 5+2*skilllv+strip_fix/5;
strip_time = skill_get_time(skillid,skilllv)+strip_fix/2;
- if(rand()%100 < strip_per){
+ if(MRAND(100) < strip_per){
clif_skill_nodamage(src,bl,skillid,skilllv,1);
skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,strip_time,0 );
if(dstsd){
@@ -3589,7 +3589,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
}
}
else {
- hp = (1 + rand()%400) * (100 + skilllv*10) / 100;
+ hp = (1 + MRAND(400)) * (100 + skilllv*10) / 100;
hp = hp * (100 + (battle_get_vit(bl)<<1)) / 100;
if(dstsd)
hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
@@ -3768,7 +3768,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
maxlv = skilllv - 4;
}
else if(skilllv >=2) {
- int i = rand()%3;
+ int i = MRAND(3);
spellid = spellarray[i];
maxlv = skilllv - 1;
}
@@ -3797,8 +3797,8 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
clif_skill_nodamage(src,bl,skillid,skilllv,1);
md->def_ele=skill_get_pl(skillid);
if(md->def_ele==0) /* ランダム変化、ただし、*/
- md->def_ele=rand()%10; /* 不死属性は除く */
- md->def_ele+=(1+rand()%4)*20; /* 属性レベルはランダム */
+ md->def_ele=MRAND(10); /* 不死属性は除く */
+ md->def_ele+=(1+MRAND(4))*20; /* 属性レベルはランダム */
}
break;
@@ -3827,7 +3827,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
break;
if(battle_get_elem_type(bl) == 7 || battle_get_race(bl) == 6)
break;
- if(rand()%100 < sc_def*(50+skilllv*5)/100) {
+ if(MRAND(100) < sc_def*(50+skilllv*5)/100) {
if(dstsd) {
int hp = battle_get_hp(bl)-1;
pc_heal(dstsd,-hp,0);
@@ -3848,7 +3848,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
break;
if(dstsd)
pc_heal(dstsd,0,-100);
- if(rand()%100 < (skilllv*5)*sc_def_vit/100)
+ if(MRAND(100) < (skilllv*5)*sc_def_vit/100)
skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
break;
@@ -4313,8 +4313,8 @@ int skill_castend_pos2( struct block_list *src, int x,int y,int skillid,int skil
for(i=0;i<2+(skilllv>>1);i++) {
int j=0, c;
do {
- tmpx = x + (rand()%7 - 3);
- tmpy = y + (rand()%7 - 3);
+ tmpx = x + (MRAND(7) - 3);
+ tmpy = y + (MRAND(7) - 3);
if(tmpx < 0)
tmpx = 0;
else if(tmpx >= map[src->m].xs)
@@ -5346,7 +5346,7 @@ int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int
case 0xb1: /* デモンストレーション */
skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
- if(bl->type == BL_PC && rand()%100 < sg->skill_lv && battle_config.equipment_breaking)
+ if(bl->type == BL_PC && MRAND(100) < sg->skill_lv && battle_config.equipment_breaking)
pc_breakweapon((struct map_session_data *)bl);
break;
case 0x99: /* トーキーボックス */
@@ -7268,7 +7268,7 @@ int skill_frostjoke_scream(struct block_list *bl,va_list ap)
if(battle_check_target(src,bl,BCT_ENEMY) > 0)
skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
else if(battle_check_target(src,bl,BCT_PARTY) > 0) {
- if(rand()%100 < 10)//PTメンバにも低確率でかかる(とりあえず10%)
+ if(MRAND(100) < 10)//PTメンバにも低確率でかかる(とりあえず10%)
skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
}
@@ -8274,7 +8274,7 @@ int skill_status_effect(struct block_list *bl, int type, int val1, int val2, int
return 0;
if(SC_STONE<=type && type<=SC_BLIND){ /* カードによる耐性 */
- if( sd && sd->reseff[type-SC_STONE] > 0 && rand()%10000<sd->reseff[type-SC_STONE]){
+ if( sd && sd->reseff[type-SC_STONE] > 0 && MRAND(100)<sd->reseff[type-SC_STONE]){
if(battle_config.battle_log)
printf("PC %d skill_sc_start: cardによる異常耐性発動\n",sd->bl.id);
return 0;