GetReflexAdjustedDamage

GetReflexAdjustedDamage(int, object, int, int, object) determines the damage to be applied after saving throws are applied.

int GetReflexAdjustedDamage(    int nDamage,     object oTarget,     int nDC,     int nSaveType = SAVING_THROW_TYPE_NONE,     object oSaveVersus = OBJECT_SELF );

Parameters
int nDamage
 * The full damage that would be applied if no adjustments were made.

object oTarget
 * The target of the damage.

int nDC
 * The DC needed to avoid (or reduce) the damage. The function GetSpellSaveDC could be used for this value.

int nSaveType
 * SAVING_THROW_TYPE_* (Default: SAVING_THROW_TYPE_NONE)

object oSaveVersus
 * The source of the potential damage (Default: OBJECT_SELF)

Description
Returns how much of damage that oTarget should receive after nDamage has been adjusted for reflex and evasion saving throws.

Remarks
This function can be used in scripts that simulate new effect like custom traps or special abilites by taking the reflex and evasion saves into consideration as is prescribed by D&D rules.

Version
1.22