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@@ -1268,7 +1268,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
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if( dstsd )
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skill_addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skillid,skilllv,BF_WEAPON,0);
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else if( dstmd && !is_boss(bl) )
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- sc_start(bl, SC_STUN, 100, skilllv, 1000 + 1000 * (rand()%3));
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+ sc_start(bl, SC_STUN, 100, skilllv, 1000 + 1000 * (rnd() %3));
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break;
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case SR_GENTLETOUCH_QUIET:
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sc_start(bl, SC_SILENCE, 2 * skilllv, skilllv, skill_get_time(skillid, skilllv));
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@@ -1277,7 +1277,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
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sc_start(bl, SC_FEAR, 5 + 5 * skilllv, skilllv, skill_get_time(skillid, skilllv));
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break;
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case WM_SOUND_OF_DESTRUCTION:
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- if( rand()%100 < 5 + 5 * skilllv ) { // Temporarly Check Until We Get the Official Formula
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+ if( rnd()%100 < 5 + 5 * skilllv ) { // Temporarly Check Until We Get the Official Formula
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status_change_end(bl, SC_DANCING, INVALID_TIMER);
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status_change_end(bl, SC_RICHMANKIM, INVALID_TIMER);
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status_change_end(bl, SC_ETERNALCHAOS, INVALID_TIMER);
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@@ -4338,7 +4338,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
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break;
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case WM_LULLABY_DEEPSLEEP:
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- if( rand()%100 < 88 + 2 * skilllv )
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+ if( rnd()%100 < 88 + 2 * skilllv )
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sc_start(bl,status_skill2sc(skillid),100,skilllv,skill_get_time(skillid,skilllv));
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break;
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@@ -4363,7 +4363,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
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break;
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case GN_CRAZYWEED:
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- if( rand()%100 < 75 ) {
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+ if( rnd()%100 < 75 ) {
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if( bl->type == BL_SKILL ) {
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struct skill_unit *su = (struct skill_unit *)bl;
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if( !su )
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@@ -4407,7 +4407,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
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int i = skill_get_splash(skillid,skilllv);
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clif_skill_nodamage(src,battle_get_master(src),skillid,skilllv,1);
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clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
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- if( rand()%100 < 30 )
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+ if( rnd()%100 < 30 )
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map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
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else
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skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,tick,flag);
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@@ -4417,7 +4417,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
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case EL_ROCK_CRUSHER:
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clif_skill_nodamage(src,battle_get_master(src),skillid,skilllv,1);
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clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
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- if( rand()%100 < 50 )
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+ if( rnd()%100 < 50 )
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skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
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else
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skill_attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skilllv,tick,flag);
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@@ -4430,7 +4430,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
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int i = skill_get_splash(skillid,skilllv);
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clif_skill_nodamage(src,battle_get_master(src),skillid,skilllv,1);
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clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
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- if( rand()%100 < 30 )
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+ if( rnd()%100 < 30 )
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map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
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else
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skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,tick,flag);
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@@ -4459,7 +4459,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
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if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
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elemental_clean_single_effect(ele, skillid);
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}
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- if( rand()%100 < 50 )
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+ if( rnd()%100 < 50 )
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skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,tick,flag);
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else {
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sc_start(src,type2,100,skilllv,skill_get_time(skillid,skilllv));
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@@ -8157,7 +8157,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
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if( !status_isdead(bl) )
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break;
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- if( rand()%100 < 88 + 2 * skilllv ) {
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+ if( rnd()%100 < 88 + 2 * skilllv ) {
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int heal = tstatus->sp;
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if( heal <= 0 )
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heal = 1;
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@@ -8254,9 +8254,9 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
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case WM_RANDOMIZESPELL: {
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int improv_skillid = 0, improv_skilllv;
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do {
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- i = rand() % MAX_SKILL_IMPROVISE_DB;
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+ i = rnd() % MAX_SKILL_IMPROVISE_DB;
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improv_skillid = skill_improvise_db[i].skillid;
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- } while( improv_skillid == 0 || rand()%10000 >= skill_improvise_db[i].per );
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+ } while( improv_skillid == 0 || rnd()%10000 >= skill_improvise_db[i].per );
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improv_skilllv = 4 + skilllv;
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clif_skill_nodamage (src, bl, skillid, skilllv, 1);
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@@ -15138,10 +15138,10 @@ int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, in
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qty = 3;
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break; //3 items to make at once.
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case 9:
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- qty = 3 + rand()%3;
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+ qty = 3 + rnd()%3;
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break; //3~5 items to make at once.
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case 10:
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- qty = 4 + rand()%3;
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+ qty = 4 + rnd()%3;
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break; //4~6 items to make at once.
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default:
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qty = 2;
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@@ -15257,8 +15257,8 @@ int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, in
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tmp_item.amount = 0;
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if( skill_id == GN_MIX_COOKING && firstQty > 1 ) {// Mix Cooking level 2.
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// Success. As I see the chance as level 2 is global, not indiviual.
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- if( rand()%10000 < make_per )
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- tmp_item.amount = 5 + rand()%5;
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+ if( rnd()%10000 < make_per )
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+ tmp_item.amount = 5 + rnd()%5;
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} else {
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for (i=0; i< qty; i++) { //Apply quantity modifiers.
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if (rnd()%10000 < make_per || qty == 1) { //Success
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@@ -15377,11 +15377,11 @@ int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, in
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memset(&tmp_item,0,sizeof(tmp_item));
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tmp_item.nameid = nameid;
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do {
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- i = rand()%5;
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+ i = rnd()%5;
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tmp_item.nameid = products[i][0];
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}
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- while( rand()%10000 >= products[i][1] );
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- tmp_item.amount = (firstQty > 1 )? 5 + rand()%5 : 1; // When it fails it gives a random amount of items.
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+ while( rnd()%10000 >= products[i][1] );
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+ tmp_item.amount = (firstQty > 1 )? 5 + rnd()%5 : 1; // When it fails it gives a random amount of items.
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tmp_item.identify = 1;
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if( pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE) ) {
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clif_additem(sd,0,0,flag);
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@@ -15630,7 +15630,7 @@ int skill_elementalanalysis(struct map_session_data* sd, int n, int skill_lv, un
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if( skill_lv == 2 )
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del_amount -= (del_amount % 10);
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- add_amount = (skill_lv == 1) ? del_amount * (5 + rand()%5) : del_amount / 10 ;
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+ add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ;
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if( (nameid = sd->status.inventory[idx].nameid) <= 0 || del_amount > sd->status.inventory[idx].amount ) {
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clif_skill_fail(sd,SO_EL_ANALYSIS,0,0);
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@@ -15658,7 +15658,7 @@ int skill_elementalanalysis(struct map_session_data* sd, int n, int skill_lv, un
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return 1;
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}
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- if( skill_lv == 2 && rand()%100 < 25 ) { // At level 2 have a fail chance. You loose your items if it fails.
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+ if( skill_lv == 2 && rnd()%100 < 25 ) { // At level 2 have a fail chance. You loose your items if it fails.
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clif_skill_fail(sd,SO_EL_ANALYSIS,0,0);
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return 1;
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}
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