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// 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);

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