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// not be killed if (summon.getCurrentHp() < tDmg) tDmg = (int) summon.getCurrentHp() - 1; if (tDmg > 0) { summon.reduceCurrentHp(tDmg, activeChar); damage -= tDmg; } } if (damage >= player.getCurrentHp()) {
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tDmg = (int) summon.getCurrentHp() - 1; } if(tDmg > 0) { summon.reduceCurrentHp(tDmg, attacker); value -= tDmg; fullValue = (int) value; // reduce the annouced value here as player will get a message about summon dammage } }