Corrected trap splash count (#3683)
* Fixes #3675. * Corrected the trap splash count to be a minimum of 1 to prevent divide by 0 attempts. Thanks to @crazystorm2017!
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@ -17691,7 +17691,7 @@ static int skill_trap_splash(struct block_list *bl, va_list ap)
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int split_count = 0;
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int split_count = 0;
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if (skill_get_nk(sg->skill_id)&NK_SPLASHSPLIT)
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if (skill_get_nk(sg->skill_id)&NK_SPLASHSPLIT)
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split_count = map_foreachinallrange(skill_area_sub, src, skill_get_splash(sg->skill_id, sg->skill_lv), BL_CHAR, src, sg->skill_id, sg->skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
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split_count = max(1, map_foreachinallrange(skill_area_sub, src, skill_get_splash(sg->skill_id, sg->skill_lv), BL_CHAR, src, sg->skill_id, sg->skill_lv, tick, BCT_ENEMY, skill_area_sub_count));
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skill_attack(skill_get_type(sg->skill_id), ss, src, bl, sg->skill_id, sg->skill_lv, tick, split_count);
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skill_attack(skill_get_type(sg->skill_id), ss, src, bl, sg->skill_id, sg->skill_lv, tick, split_count);
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}
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}
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break;
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break;
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