case RACE_DRACONIAN:
if (racial_aux(1, plev, A_CON, 12))
{
- int Type = ((randint(3) == 1) ? GF_COLD : GF_FIRE);
+ int Type = (one_in_(3) ? GF_COLD : GF_FIRE);
#ifdef JP
cptr Type_desc = ((Type == GF_COLD) ? "Î䵤" : "±ê");
#else
case CLASS_IMITATOR:
case CLASS_ARCHER:
case CLASS_SMITH:
- if (randint(3) == 1)
+ if (one_in_(3))
{
Type = GF_MISSILE;
#ifdef JP
case CLASS_RED_MAGE:
case CLASS_BLUE_MAGE:
case CLASS_MIRROR_MASTER:
- if (randint(3) == 1)
+ if (one_in_(3))
{
Type = GF_MANA;
#ifdef JP
}
break;
case CLASS_CHAOS_WARRIOR:
- if (randint(3) != 1)
+ if (!one_in_(3))
{
Type = GF_CONFUSION;
#ifdef JP
case CLASS_MONK:
case CLASS_SAMURAI:
case CLASS_FORCETRAINER:
- if (randint(3) != 1)
+ if (!one_in_(3))
{
Type = GF_CONFUSION;
#ifdef JP
}
break;
case CLASS_MINDCRAFTER:
- if (randint(3) != 1)
+ if (!one_in_(3))
{
Type = GF_CONFUSION;
#ifdef JP
break;
case CLASS_PRIEST:
case CLASS_PALADIN:
- if (randint(3) == 1)
+ if (one_in_(3))
{
Type = GF_HELL_FIRE;
#ifdef JP
break;
case CLASS_ROGUE:
case CLASS_NINJA:
- if (randint(3) == 1)
+ if (one_in_(3))
{
Type = GF_DARK;
#ifdef JP
}
break;
case CLASS_BARD:
- if (randint(3) != 1)
+ if (!one_in_(3))
{
Type = GF_SOUND;
#ifdef JP