effect/bomb_explode
{
    material        object/flare
    particle_width  12
    particle_height 12
    cull_each       false
    quota           100
    billboard_type  point
    
    // Area emitter
    emitter Box
    {
        angle           30
        emission_rate   10
        time_to_live   1.0
        direction       0 1 0
        velocity    	50
        colour_range_start  1 0 0
        colour_range_end    0 1 0
        width           5
        height          5
        depth           5
    }

    // Make em float upwards
    affector LinearForce
    {
        force_vector      0 -60 0
        force_application add
    }

    // Fader
    affector ColourFader
    {
       red -0.2
       green -0.2
       blue -0.2
    }

}

effect/bomb_sparks
{
    material        object/flare
    particle_width  2
    particle_height 2
    cull_each       false
    quota           100
    billboard_type  point
    
    // Area emitter
    emitter Box
    {
        position	2.5 10.0 -2.0
        angle          20
        emission_rate   0
        time_to_live   0.3
        direction       1 1 -0.5
        velocity    	25
        colour_range_start  1 0.5 0
        colour_range_end    1 1 0
        width           0
        height          0
        depth           0
    }

    // Make em float upwards
    affector LinearForce
    {
        force_vector      0 -60 0
        force_application add
    }

    // Fader
    affector ColourFader
    {
       red -0.2
       green -0.2
       blue -0.2
    }

}

effect/exit
{
    material        object/flare
    particle_width  4
    particle_height 4
    cull_each       false
    quota           100
    billboard_type  point
    
    // Area emitter
    emitter Box
    {
        position	0.0 0.5 0.0
        angle           0
        emission_rate   30
        time_to_live   3
        direction       0 1 0
        velocity    	0
        colour_range_start  0.9 0.1 0.1 1.0
        colour_range_end  0.1 0.9 0.1 1.0
        width           8
        height          8
        depth           8
    }

    // Make em float upwards
    affector LinearForce
    {
        force_vector      0 10.0 0
        force_application add
    }
    affector ColourFader
    {
       red -0.3
       green -0.3
       blue -0.3
    }

}


effect/teleport_white
{
    material        object/flare
    particle_width  5
    particle_height 5
    cull_each       false
    quota           100
    billboard_type  point
    
    // Area emitter
    emitter Box
    {
        position	0.0 5.0 0.0
        angle           0
        emission_rate   40
        time_to_live   0.8
        direction       0 1 0
        velocity    	0
        colour_range_start  0.5 0.5 0.5 1.0
        colour_range_end  0.5 0.5 0.5 1.0
        width           8
        height          8
        depth           8
    }

    // Make em float upwards
    affector LinearForce
    {
        force_vector      0 10 0
        force_application add
    }

}

effect/teleport_red
{
    material        object/flare
    particle_width  5
    particle_height 5
    cull_each       false
    quota           100
    billboard_type  point
    
    // Area emitter
    emitter Box
    {
        position	0.0 5.0 0.0
        angle           0
        emission_rate   40
        time_to_live   0.8
        direction       0 1 0
        velocity    	0
        colour_range_start  0.9 0.0 0.0 1.0
        colour_range_end  0.9 0.0 0.0 1.0
        width           8
        height          8
        depth           8
    }

    // Make em float upwards
    affector LinearForce
    {
        force_vector      0 10 0
        force_application add
    }

}

effect/teleport_green
{
    material        object/flare
    particle_width  5
    particle_height 5
    cull_each       false
    quota           100
    billboard_type  point
    
    // Area emitter
    emitter Box
    {
        position	0.0 5.0 0.0
        angle           0
        emission_rate   40
        time_to_live   0.8
        direction       0 1 0
        velocity    	0
        colour_range_start  0.0 0.5 0.0 1.0
        colour_range_end  0.0 0.5 0.0 1.0
        width           8
        height          8
        depth           8
    }

    // Make em float upwards
    affector LinearForce
    {
        force_vector      0 10 0
        force_application add
    }

}

effect/teleport_blue
{
    material        object/flare
    particle_width  5
    particle_height 5
    cull_each       false
    quota           100
    billboard_type  point
    
    // Area emitter
    emitter Box
    {
        position	0.0 5.0 0.0
        angle           0
        emission_rate   40
        time_to_live   0.8
        direction       0 1 0
        velocity    	0
        colour_range_start  0.0 0.0 1.0 1.0
        colour_range_end  0.0 0.0 1.0 1.0
        width           8
        height          8
        depth           8
    }

    // Make em float upwards
    affector LinearForce
    {
        force_vector      0 10 0
        force_application add
    }

}

effect/teleport_yellow
{
    material        object/flare
    particle_width  5
    particle_height 5
    cull_each       false
    quota           100
    billboard_type  point
    
    // Area emitter
    emitter Box
    {
        position	0.0 5.0 0.0
        angle           0
        emission_rate   40
        time_to_live   0.8
        direction       0 1 0
        velocity    	0
        colour_range_start  0.5 0.5 0.0 1.0
        colour_range_end  0.5 0.5 0.0 1.0
        width           8
        height          8
        depth           8
    }

    // Make em float upwards
    affector LinearForce
    {
        force_vector      0 10 0
        force_application add
    }

}



effects/shellsmoke
{
    material        effects/smoke
    particle_width  5
    particle_height 5
    cull_each       false
    quota           200
    billboard_type  point
    
    // Area emitter
    emitter Point
    {
	position	0.0 0.0 0.0
        angle           5
        emission_rate   50
        time_to_live    2
        direction       0 0 1
        velocity	0.7
        colour_range_start  1 1 1 0.2
        colour_range_end    1 1 1 0.9
    }

 //   affector LinearForce
 //   {
//        force_vector      0 2 0
  //      force_application add
  //  }

    // Fader
    affector ColourFader
    {
	alpha -0.4
    }
}

effect/yellow_key
{
    material        object/flare
    particle_width  3
    particle_height 3
    cull_each       false
    quota           100
    billboard_type  point
    
    // Area emitter
    emitter Box
    {
        angle           0
        emission_rate   2
        time_to_live   2
        direction       0 1 0
        velocity    	0
        colour_range_start  1 1 0
        colour_range_end    1 1 0
        width           5
        height          5
        depth           5
    }

    // Make em float upwards
    affector LinearForce
    {
        force_vector      0 20 0
        force_application add
    }

    // Fader
    affector ColourFader
    {
        red -0.4
       green -0.4
       blue -0.4
    }
}

effect/red_key
{
    material        object/flare
    particle_width  3
    particle_height 3
    cull_each       false
    quota           100
    billboard_type  point
    
    // Area emitter
    emitter Box
    {
        angle           0
        emission_rate   2
        time_to_live   2
        direction       0 1 0
        velocity    	0
        colour_range_start  1 0 0
        colour_range_end    1 0 0 
        width           5
        height          5
        depth           5
    }

    // Make em float upwards
    affector LinearForce
    {
        force_vector      0 20 0
        force_application add
    }

    // Fader
    affector ColourFader
    {
        red -0.2
       green -0.2
       blue -0.2
    }

}

effect/green_key
{
    material        object/flare
    particle_width  3
    particle_height 3
    cull_each       false
    quota           100
    billboard_type  point
    
    // Area emitter
    emitter Box
    {
        angle           0
        emission_rate   2
        time_to_live   2
        direction       0 1 0
        velocity    	0
        colour_range_start  0 1 0
        colour_range_end    0 1 0 
        width           5
        height          5
        depth           5
    }

    // Make em float upwards
    affector LinearForce
    {
        force_vector      0 20 0
        force_application add
    }

    // Fader
    affector ColourFader
    {
        red -0.2
       green -0.2
       blue -0.2
    }

}

effect/blue_key
{
    material        object/flare
    particle_width  3
    particle_height 3
    cull_each       false
    quota           100
    billboard_type  point
    
    // Area emitter
    emitter Box
    {
        angle           0
        emission_rate   2
        time_to_live   2
        direction       0 1 0
        velocity    	0
        colour_range_start  0 0 1
        colour_range_end    0 0 1 
        width           5
        height          5
        depth           5
    }

    // Make em float upwards
    affector LinearForce
    {
        force_vector      0 20 0
        force_application add
    }

    // Fader
    affector ColourFader
    {
        red -0.2
       green -0.2
       blue -0.2
    }

}



effect/pick_bonus_blue
{
    material        object/star_blue
    particle_width  3
    particle_height 3
    cull_each       false
    quota           100
    billboard_type  point
    
    // Area emitter
    emitter Box
    {
        angle          10
        emission_rate   10
        time_to_live   2
        direction       0 1 0
        velocity    	40
        colour_range_start  0 0 1
        colour_range_end    0 0 1
        width          1
        height          1
        depth           1
    }

    // Make em float upwards
    affector LinearForce
    {
        force_vector      0 -60 0
        force_application add
    }

    // Fader
    affector ColourFader
    {
        red -0.5
       green -0.5
       blue -0.5
    }

}
