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

nDamage

The full damage that would be applied if no adjustments were made.

oTarget

The target of the damage.

nDC

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

nSaveType

SAVING_THROW_TYPE_* (Default: SAVING_THROW_TYPE_NONE)

oSaveVersus

The source of the potential damage (Default: OBJECT_SELF)


Description

Returns how much of nDamage 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

See Also

functions: GetSpellSaveDC
categories: Saving Throw Functions
constants: SAVING_THROW_TYPE_* Constants


 author: Tom Cassiotis