EffectDamage

// Create a Damage effect // - nDamageAmount: amount of damage to be dealt. This should be applied as an //  instantaneous effect. // - nDamageType: DAMAGE_TYPE_* // - nDamagePower: DAMAGE_POWER_* effect EffectDamage(int nDamageAmount, int nDamageType=DAMAGE_TYPE_MAGICAL, int nDamagePower=DAMAGE_POWER_NORMAL);