void main() { object oPlayer = GetFirstObjectInArea(OBJECT_SELF); while (oPlayer != OBJECT_INVALID) { int iSave = FortitudeSave(oPlayer, 30, SAVING_THROW_TYPE_FIRE, OBJECT_SELF); switch (iSave) { case 0: // Failed ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDamage(15, DAMAGE_TYPE_FIRE, DAMAGE_POWER_NORMAL), oPlayer); break; case 1: // Saved ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDamage(7, DAMAGE_TYPE_FIRE, DAMAGE_POWER_NORMAL), oPlayer); break; default: // Immune break; } oPlayer = GetNextObjectInArea(OBJECT_SELF); } }