objEffect Reward_Gem_4
{
   eiParticleEmitter Gem_Shadow
   {
      DetailMin = 1
      SceneLayer = "GamePowerups"

      Sprite
      {
         File = ~data/textures/game/treasure/gem_shadow.jpg*data/textures/game/treasure/gem_shadow_alpha.tga
         BlendMode = MUL
      }

      Spline

      Palette

      Emitter
      {
         PosRelative = true
         PositionMin = [ 16.000000, 16.000000, 0.000000 ]
         PositionMax = [ 16.000000, 16.000000, 0.000000 ]
      }

      Particles
      {
         LifespanInfinite = true
         Scale = [ 0.750000, 0.750000 ]
      }

      Physics
   }

   eiParticleEmitter Gem_Bloom
   {
      DetailMin = 1
      SceneLayer = "GamePowerups"

      Sprite
      {
         File = ~data/textures/game/treasure/gem_bloom.jpg*data/textures/game/treasure/gem_bloom_alpha.tga
         BlendMode = ADD
      }

      Spline

      Palette
      {
         File = ~data/textures/game/treasure/gem_bloom_purple.jpg
      }

      Emitter
      {
         PosRelative = true
      }

      Particles
      {
         LifespanInfinite = true
      }

      Physics
   }

   eiParticleEmitter sparkelz
   {
      DetailMin = 1

      Sprite
      {
         File = ~data/sprites/particles/spark_ball_5.spr
         BlendMode = ADD
      }

      Spline

      Palette

      Emitter
      {
         PlaceHorz = ZERO
         PlaceVert = ZERO
      }

      Particles
      {
         Max = [ 24, 24 ]
         Rate = [ 15.000000, 15.000000 ]
         Lifespan = [ 0.500000, 0.900000 ]
         AlphaFadeOut = [ 0.750000, 0.800000 ]
         SpawnRadiusMin = [ -16.000000, -16.000000, 0.000000 ]
         SpawnRadiusMax = [ 16.000000, 16.000000, 0.000000 ]
      }

      Physics
      {
         AccelMin = [ 0.000000, 10.000000, 0.000000 ]
         AccelMax = [ 0.000000, 20.000000, 0.000000 ]
      }
   }

   eiParticleEmitter Gem
   {
      SceneLayer = "GamePowerups"

      Sprite
      {
         File = ~data/sprites/game/treasure/gem_4.spr
         RandomFrame = true
      }

      Spline

      Palette

      Emitter
      {
         Lifespan = [ 1.000000, 1.000000 ]
         PosRelative = true
      }

      Particles
      {
         Start = [ 1, 1 ]
         Max = [ 1, 1 ]
         Rate = [ 0.000000, 0.000000 ]
         LifespanInfinite = true
         AlphaFadeIn = [ 0.000000, 0.000000 ]
         AlphaFadeOut = [ 1.000000, 1.000000 ]
         Scale = [ 0.750000, 0.750000 ]
         RotDir = true
      }

      Physics
   }
}
