/*
// Do a Fortitude Save check for the given DC // - oCreature // - nDC: Difficulty check // - nSaveType: SAVING_THROW_TYPE_* // - oSaveVersus // Returns: 0 if the saving throw roll failed // Returns: 1 if the saving throw roll succeeded // Returns: 2 if the target was immune to the save type specified // Note: If used within an Area of Effect Object Script (On Enter, OnExit, OnHeartbeat), you MUST pass // GetAreaOfEffectCreator() into oSaveVersus!! int FortitudeSave(object oCreature, int nDC, int nSaveType=SAVING_THROW_TYPE_NONE, object oSaveVersus=OBJECT_SELF)
*/
I need to use FortitudeSave() in two circumstances: onhitcast and onareaheartbeat.
How should I do for the first case? This way?
object oTarget = GetSpellTargetObject(); int iCheck = FortitudeSave(oTarget, 35, SAVING_THROW_TYPE_DISEASE); if(iCheck == 0) DoAction();
And for the second? Like this?
object oTarget = GetFirstObjectInArea();
int iCheck;
while (GetIsObjectValid(oTarget))
{
if(GetIsPC(oTarget)
{
iCheck = FortitudeSave(oTarget, 35, SAVING_THROW_TYPE_DISEASE, GetAreaOfEffectCreator());
if(iCheck == 0) DoAction();
}
oTarget = GetNextObjectInArea();
}





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