EffectDamageReduction

// Create a Damage Reduction effect // - nAmount: amount of damage reduction // - nDmgBonus: (dependent on the nDRType) //		- DR_TYPE_NONE: //		- DR_TYPE_DMGTYPE:   DAMAGE_TYPE_* //		- DR_TYPE_MAGICBONUS: (DAMAGE_POWER_*) //		- DR_TYPE_EPIC: //		- DR_TYPE_GMATERIAL: GMATERIAL_* //		- DR_TYPE_ALIGNMENT: ALIGNMENT_* //		- DR_TYPE_NON_RANGED: // - nLimit: How much damage the effect can absorb before disappearing. //  Set to zero for infinite // - nDRType: DR_TYPE_* //effect EffectDamageReduction(int nAmount, int nDamagePower, int nLimit=0); // JLR - OEI 02/14/05 NWN2 3.5 -- New Damage Reduction Rules // JLR - OEI 07/21/05 NWN2 3.5 -- New Damage Reduction Rules effect EffectDamageReduction(int nAmount, int nDmgBonus=DAMAGE_POWER_NORMAL, 				int nLimit=0, 				int nDmgCat=DAMAGE_TYPE_ALL, 				int nMatType=MATERIAL_NONSPECIFIC, 				int nIsRanged=FALSE, 				int nIsOREffect=FALSE);