GetReflexAdjustedDamage

// Use this in spell scripts to get nDamage adjusted by oTarget's reflex and // evasion saves. // - nDamage // - oTarget // - nDC: Difficulty check // - nSaveType: SAVING_THROW_TYPE_* // - oSaveVersus int GetReflexAdjustedDamage(int nDamage, object oTarget, int nDC, int nSaveType=SAVING_THROW_TYPE_NONE, object oSaveVersus=OBJECT_SELF);