Index: src/map/battle.c
===================================================================
--- src/map/battle.c (revision 17299)
+++ src/map/battle.c (working copy)
@@ -1881,29 +1880,8 @@
&& (i = sd->equip_index[EQI_AMMO]) >= 0 && sd->inventory_data[i] && sd->status.inventory[i].amount > 1){
int chance = rand()%100;
wd.type = 0x08;
- switch(sc->data[SC_FEARBREEZE]->val1){
- case 5:
- if( chance < 3){// 3 % chance to attack 5 times.
- wd.div_ = 5;
- break;
- }
- case 4:
- if( chance < 7){// 6 % chance to attack 4 times.
- wd.div_ = 4;
- break;
- }
- case 3:
- if( chance < 10){// 9 % chance to attack 3 times.
- wd.div_ = 3;
- break;
- }
- case 2:
- case 1:
- if( chance < 13){// 12 % chance to attack 2 times.
- wd.div_ = 2;
- break;
- }
- }
+ if( chance < sc->data[SC_FEARBREEZE]->val2)
+ wd.div_ = (sc->data[SC_FEARBREEZE]->val1 == 1)?2:sc->data[SC_FEARBREEZE]->val1;
wd.div_ = min(wd.div_,sd->status.inventory[i].amount);
sc->data[SC_FEARBREEZE]->val4 = wd.div_-1;
}
Index: src/map/skill.c
===================================================================
--- src/map/skill.c (revision 17299)
+++ src/map/skill.c (working copy)
@@ -8168,7 +8168,7 @@
**/
case RA_FEARBREEZE:
clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
- clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
+ clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src,bl, type, 100, skill_lv, 13-((skill_lv > 2)?(skill_lv-1)*3:0), skill_get_time(skill_id, skill_lv)));
break;
case RA_WUGMASTERY: