// Does a Reflex Save check for the given DC // - oCreature // - nDC: Difficulty check // - nSaveType: SAVING_THROW_TYPE_* // - oSaveVersus // Returns: SAVING_THROW_CHECK_FAILED, or 0 if the saving throw roll failed // Returns: SAVING_THROW_CHECK_SUCCEEDED, or 1, if the saving throw roll succeeded // Returns: SAVING_THROW_CHECK_IMMUNE, or 2, if the target was immune to the save type specified // Note: If used within an Area of Effect Object Script (OnEnter, OnExit, OnHeartbeat), you MUST pass // GetAreaOfEffectCreator() into oSaveVersus!! int ReflexSave(object oCreature, int nDC, int nSaveType=SAVING_THROW_TYPE_NONE, object oSaveVersus=OBJECT_SELF);
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ReflexSave
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