objEffect Idle
{
   DetailMin = 1
   ObjectOffset = ""

   objEffect lava
   {
      Loop = true

      eiBezierLerp glow
      {
         Duration = [ 2.000000, 2.000000 ]
         Target = "Color"
         Val1 = [ 0.000000, 1.000000 ]
         Enable4 = true
         Val4 = [ 0.500000, 0.500000 ]
      }

      eiBezierLerp unglow
      {
         StartTime = [ 2.000000, 2.000000 ]
         Duration = [ 2.000000, 2.000000 ]
         Target = "Color"
         Val1 = [ 0.000000, 1.000000 ]
         Enable4 = true
         Val4 = [ 1.000000, 1.000000 ]
      }
   }

   eiParticleEmitter Fire
   {
      SceneLayer = ""

      Sprite
      {
         File = ~data/sprites/game/powerups/activate/fireball.spr
         BlendMode = ADD
         FPS = 5.000000
      }

      Spline

      Palette

      Emitter
      {
         PosRelative = true
         PlaceHorz = ZERO
         PlaceVert = ZERO
         PositionMin = [ 400.000000, 300.000000, 0.000000 ]
         PositionMax = [ 400.000000, 300.000000, 0.000000 ]
      }

      Particles
      {
         Start = [ 2, 3 ]
         Max = [ 15, 25 ]
         Lifespan = [ 5.000000, 5.000000 ]
         AlphaFadeIn = [ 0.200000, 0.200000 ]
         AlphaFadeOut = [ 0.800000, 0.800000 ]
         SpawnRadiusMin = [ -350.000000, -275.000000, 0.000000 ]
         SpawnRadiusMax = [ 350.000000, 250.000000, 0.000000 ]
         ScaleVelocity = [ 0.300000, 0.600000 ]
         RotMin = [ 0.000000, 0.000000, -180.000000 ]
         RotMax = [ 0.000000, 0.000000, 180.000000 ]
         RotVelMin = [ 0.000000, 0.000000, 60.000000 ]
         RotVelMax = [ 0.000000, 0.000000, 60.000000 ]
      }

      Physics
      {
         VelocityMin = [ -15.000000, -25.000000, 0.000000 ]
         VelocityMax = [ 15.000000, 25.000000, 0.000000 ]
      }
   }

   objEffect DarkPassThreshold
   {
      ObjectOffset = ":DarkPassThreshold"

      eiBezierLerp
      {
         Loop = true
         Target = "Data"
         Enable1 = true
         Val1 = [ 0.100000, 0.100000 ]
         Mode = BLEND_TARGET
      }
   }

   objEffect BrightPassThreshold
   {
      ObjectOffset = ":BrightPassThreshold"

      eiBezierLerp
      {
         Loop = true
         Target = "Data"
         Enable1 = true
         Val1 = [ 0.550000, 0.550000 ]
         Mode = BLEND_TARGET
      }
   }
}
