<?xml version="1.0" encoding="Windows-1251"?>
<Effects>
	
	<gui_effect id="show_window_effect" 
		time="240" shift_time="0"
		begin_scale="0.8 0.1" end_scale="1 1"
		begin_color="#80 255 255 255" />
		
	<gui_effect id="shadow_window_effect" no_shadow_color="#0 0 0 0" shadow_color="#60 0 0 0" />
	
	<gui_effect id="hide_window_effect" 
		time="240" shift_time="0"
		begin_scale="1 1" end_scale="0.8 0.1" 
		end_color="#20 255 255 255" />	
	
	<effect id="start_level_board_effect" type="start_level_board_effect" name="start_level_board_effect" >
	</effect> 
	
	
    <effect id="three_ball_split_effect" type="ball_split_effect" name="three_ball_split_effect"
		new_balls_num="2"
		new_direction_step_angle="120"
		apply_to_all_bals="false"
		
	>
	</effect>
	
    <effect id="eight_ball_split_effect" type="ball_split_effect" name="eight_ball_split_effect"
		new_balls_num="7"
		new_direction_step_angle="45"
		apply_to_all_bals="false"
		
	>
	</effect>

    <effect id="super_three_ball_split_effect" type="ball_split_effect" name="super_three_ball_split_effect"
		new_balls_num="2"
		new_direction_step_angle="120"
		apply_to_all_bals="true"
	>
	</effect>
	
	
	<!-- отлетающие тексты -->
	<effect id="float_text_effect" time="2000" font="basefont" speed="-100" show_time="100" hide_time="500" end_alpha="50" offset="0 -20"/>

    <!--  Эффект трансформации доски оружия на доске' -->
    <effect id="weapon_transform_effect" type="weapon_transform_effect" name="weapon_transform_effect" 
                side_transformation = "game_boards_board_nmsidetransform_sidetransform"
                central_transformation = "game_boards_board_nmmiddletransform_middletransform"

                side_transformation_offset = "-25 -25" 
                central_transformation_offset = "0 -15"
                
                />
        <!-- 
                side_transformation_offset - смещение сторонней трансформации
                central_transformation_offset - смещение центральной трансформации
        -->
	<effect id="BallCreationPreDrawSystem" type="particle_effect" pre_draw="false" relative="true">
		<particle id="ball_creationball_glow01"  static_draw = "true"/>
		<particle id="ball_creationball_glow02"  static_draw = "true"/>
		<particle id="ball_creationball_glow03"  static_draw = "true"/>
		<particle id="ball_creationball_glow04"  static_draw = "true"/>
	</effect>       
	<effect id="BallCreationPostDrawSystem" type="particle_effect" pre_draw="false" relative="true">
	</effect>       
	
	<effect id="CannonBulletHitSystem" type="particle_effect" pre_draw="false" relative="true">
        <particle id="guncannonbullet_sparks"/>
	</effect>       
		
	<effect id="CannonDinamicSystem" type="particle_effect" pre_draw="false" relative="false">
		<particle id="guncannonbullet_trail"/>
		<particle id="guncannonbullet_smoke" static_draw="true"/>
	</effect>
	
	
	<effect id="RailBallBrickDestructionEffect" type="particle_effect" pre_draw="false" relative="true">
			<particle id="ballrail_hiting_sparksflash" />
			<particle id="ballrail_hiting_flash" />
			<particle id="ballrail_hiting_flash02" />

	</effect>
	
	<effect id="BallSplitEffect" type="particle_effect" pre_draw="false" relative="true">
			<particle id="ball_divideball_wave" />
			<particle id="ball_divideball_flash" />

	</effect>
		
	<!-- Эффект уровня-->
	<effect id="BigFinalGlow" type="particle_effect" pre_draw="false" relative="false">
		<particle id="GUI_endlevel_spinhole"  static_draw = "true"/>
		<particle id="GUI_endlevel_entering"  static_draw = "true"/>
		<particle id="GUI_endlevel_rings"  static_draw = "true"/>
		<particle id="GUI_endlevel_fogstars"  static_draw = "true"/>
		<particle id="GUI_endlevel_movingsparks"  static_draw = "true"/>
		<particle id="GUI_endlevel_tunnel"  static_draw = "true"/>
	</effect>
	<effect id="BigFinalGlowSparks" type="particle_effect" pre_draw="false" relative="false">
		<particle id="GUI_endlevel_lineglow"  static_draw = "true"/>

	</effect>
	
	

	<!-- Эффект  взрывающийся под гемом  на информационной панели когда гем ловится доской-->
	<effect id="AddGemEffectPreDraw" type="particle_effect" pre_draw="false" relative="false">
	</effect>
	
	<!-- Эффект  взрывающийся  над гемом на информационной панели когда  гем ловится доской-->
	<effect id="AddGemEffectPostDraw" type="particle_effect" pre_draw="false" relative="false">
                <particle id="GUI_gemglow01"  static_draw = "true"/>
				<particle id="GUI_gemglow02"  static_draw = "true"/>
				<particle id="GUI_gemglow03"  static_draw = "true"/>
	</effect>
		
	<!-- Эффект  взрывающийся под шариком на информационной панели когда добавляется новая жизнь-->
	<effect id="AddLiveEffectPreDraw" type="particle_effect" pre_draw="false" relative="false">
	</effect>
		
	<!-- Эффект  взрывающийся  над шариком на информационной панели когда добавляется новая жизнь-->
	<effect id="AddLiveEffectPostDraw" type="particle_effect" pre_draw="false" relative="false">
		<particle id="GUI_gemglow04"  static_draw = "true"/>
		<particle id="GUI_gemglow05"  static_draw = "true"/>
		<particle id="GUI_gemglow06"  static_draw = "true"/>
	</effect>
		
	<!-- Эффект  под гемом на информационной панели-->
	<effect id="GemGlowEffectPreDraw" type="particle_effect" pre_draw="false" relative="false">
		
	</effect>
	
	<!-- Эффект  над гемом на информационной панели-->
	<effect id="GemGlowEffectPostDraw" type="particle_effect" pre_draw="false" relative="false">
	<particle id="brickgem_sparksstatic"  static_draw = "true"/>
	</effect>

	<!-- Эффект  для перехода гема в жизнь-->
	<effect id="GemToLiveEffect" type="particle_effect" pre_draw="false" relative="false">
		<particle id="GUI_gemglow_sparks" />  
		<particle id="SE_gem_trail02" />  
		<particle id="SE_gem_trail01" />  
	</effect>

	
	<!-- Эффект на прямоугольном бонусном брике-->
	<effect id="RectangleBonusParticle" type="particle_effect" pre_draw="false" relative="true">
			<particle id="bonusbrick_rect"/>
			<particle id="bonusbrick_rect01"/>
	</effect>       
	
	<!-- Эффект на круглом бонусном брике-->
	<effect id="CircleBonusParticle" type="particle_effect" pre_draw="false" relative="true">
			<particle id="bonusbrick_circ"/>
			<particle id="bonusbrick_circ01"/>
	</effect>       
	
	<!-- Эффект на триугольном бонусном брике-->
	<effect id="TriangleBonusParticle" type="particle_effect" pre_draw="false" relative="true">
			<particle id="bonusbrick_tri"/>
			<particle id="bonusbrick_tri01"/>
	</effect>       
		
	<effect id="DefaultBonusParticle" type="particle_effect" pre_draw="false" relative="true">
	</effect>       

		
		
	<!-- Эффект регенерации специальных объектов ВСЕ ДОЛЖНЫ БЫТЬ СТАТИК иначе эффект не смотрится при перемещении спец объекта-->
	<effect id="SpecialObjectRegenerationSystem" type="particle_effect" pre_draw="false" relative="true">
		<particle id="SE_regeneration_glow"  static_draw = "true"/>
		<particle id="SE_regeneration_glow01"  static_draw = "true"/>
		<particle id="SE_regeneration_glow02"  static_draw = "true"/>
	</effect>       

	<effect id="FireTransformerRegenerationSystem" type="particle_effect" pre_draw="false" relative="true">
		<particle id="SE_fireregeneration_glow"  static_draw = "true"/>
		<particle id="SE_fireregeneration_glow01"  static_draw = "true"/>
		<particle id="SE_fireregeneration_glow02"  static_draw = "true"/>
	</effect>       
	<effect id="RailTransformerRegenerationSystem" type="particle_effect" pre_draw="false" relative="true">
		<particle id="SE_railregeneration_glow"  static_draw = "true"/>
		<particle id="SE_railregeneration_glow01"  static_draw = "true"/>
		<particle id="SE_railregeneration_glow02"  static_draw = "true"/>
	</effect>       
	<effect id="GeneratorRegenerationSystem" type="particle_effect" pre_draw="false" relative="true">
		<particle id="SE_regeneration_glow"  static_draw = "true"/>
		<particle id="SE_regeneration_glow01"  static_draw = "true"/>
		<particle id="SE_regeneration_glow02"  static_draw = "true"/>
	</effect>       

	
	<!-- Эффект удара шарика о барьер-->
	<effect id="BarrierCollisionSystem" type="particle_effect" pre_draw="false" relative="true">
        <particle id="ballnormal_sparksbarrier"/>
	</effect>       

	<!-- Эффект источник молнии    -->
    <effect id="lighting_start_effect" type="particle_effect" pre_draw="false" >
		<particle id="gunlighting_startfirecenter" />
		<particle id="gunlighting_startfireout" />
		<particle id="gunlighting_startfireout01" />
    </effect>

    <!-- Эффект цель молнии -->
    <effect id="lighting_end_effect" type="particle_effect" pre_draw="false" >
		<particle id="gunlighting_firecenter" />
		<particle id="gunlighting_fireintensecenter" />
		<particle id="gunlighting_smoke" />
		<particle id="gunlighting_fireout" />
		<particle id="gunlighting_sparkles" />
    </effect>

    <!-- Эффект путь молнии -->
    <effect id="lighting_path_effect" type="particle_effect" pre_draw="false" >
		<particle id="gunlighting_pathsparks" />
    </effect>
	
	
	
	<!-- Эффект попадания плазменой пули в брик     -->
    <effect id="plasma_hit_effect" type="particle_effect" pre_draw="false" >
	<particle id="ballplasma_bulletexplosionsmoke" />
	<particle id="ballplasma_bulletexplosionglow" />
    </effect>
	
	
	<!-- Эффект на событийный брик  1   -->
    <effect id="brick_event_effect1" type="particle_effect" pre_draw="true" >
	<particle id="brickbonus01_bonuseffect" />
	<particle id="brickbonus01_bonuseffect2" />
	<particle id="brickbonus01_star02" />
    </effect>
	
	
	
	<!-- Эффект на гем   -->
    <effect id="brick_gem_sparks" type="particle_effect" pre_draw="true" >
		<particle id="brickgem_sparksstatic" />

    </effect>

	<!-- Эффект действия бонуса баллонс на шарик  (неизбежно статическая)-->
	<effect id="ballons_particle_effect" type="particle_effect" pre_draw="false" >
	<particle id="bonusesballons" />
	</effect>
	
	<!-- маленькая партиклевая система у доски -->
	<effect id="board_small_system" type="particle_effect" pre_draw="false" >
	<particle id="board_smallflame" />
	<particle id="board_smallflamestatic" static_draw = "true"/>
	<particle id="board_smallflameglowl" static_draw = "true"/>
	<particle id="board_smallflamesparks" />
	<particle id="board_smallflamesparks" static_draw = "true"/>
	</effect>

	<!-- эффект  ловли гема-->
	<effect id="gem_apply_effect" type="particle_effect" pre_draw="false" >
	<particle id="bonusgem_applyeffect" />
	<particle id="bonusgem_applyeffect01" />
	<particle id="bonusgem_applyeffect02" />
	</effect>

	<!-- эффект  ловли бонусов-->
	<effect id="bonus_apply_effect_green" type="particle_effect" pre_draw="false" >
	<particle id="bonusgreenfalling_applyeffect" />
	<particle id="bonusgreenfalling_applyeffect01" />
	</effect>
	
	<effect id="bonus_apply_effect_yellow" type="particle_effect" pre_draw="false" >
	<particle id="bonusyellowfalling_applyeffect" />
	<particle id="bonusyellowfalling_applyeffect01" />
	</effect>

	<effect id="bonus_apply_effect_red" type="particle_effect" pre_draw="false" >
	<particle id="bonusredfalling_applyeffect" />
	<particle id="bonusredfalling_applyeffect01" />
	</effect>
	
	<!-- хвост от пули лазер шока-->
	<effect id="laser_shock_bullet_trail" type="particle_effect" pre_draw="false" >
		<particle id="ballplasma_bulletstaticglow01" static_draw = "true"/>
		<particle id="ballplasma_bullettrail02" />
	</effect>
	
        
        <effect id="DirectionChangerBaseEffect" type="particle_effect" pre_draw="false" relative="true">
                <particle id="SE_directionchanger_baseeffect"/>
        </effect>

        <effect id="DirectionChangerBallTrail" type="particle_effect" pre_draw="false" relative="true">
                <particle id="SE_directionchanger_balltrail01"/>
        </effect>
        
        
        <effect id="plasma_brick_explosion" type="brick_explosion_effect" 
                time="200" explosion_radius="0" affect_radius="0" min_affect_impulse="1" max_affect_impulse="1"
                particle_effect="plasma_explosion_effect" sound="bonus_plasma_ball_explosion" />
                
        <effect id="plasma_explosion_effect" type="particle_effect" pre_draw="false" >
                <particle id="ballplasma_brickexplosionsmoke"/>
                <particle id="ballplasma_brickexplosionfragment"/>
        </effect>

        <effect id="PlasmaBulletSystem" type="particle_effect" pre_draw="false" relative="true">
                <particle id="ballplasma_bulletstaticglow01" static_draw = "true"/>
                <particle id="ballplasma_bullettrail02" />
        </effect>

        <effect id="NukeExplosionParticleSystem" type="particle_effect" pre_draw="false" relative="true">
                <particle id="bonusesnuke_wave" />
                <particle id="bonusesnuke_smoke" />
                <particle id="bonusesnuke_fireout" />
                <particle id="bonusesnuke_sparkles" />
                <particle id="bonusesnuke_fireintensecenter" />
                <particle id="bonusesnuke_firecenter" />
        </effect>

        <effect id="CommonBrickMineParticleSystem" type="particle_effect" pre_draw="false" relative="true">
                <particle id="bonusesbrickmine_redwave" static_draw = "true"/>
        </effect>

        <effect id="CommonMineBallParticleSystem" type="particle_effect" pre_draw="false" relative="true">
                <particle id="bonusesmine_redwave" static_draw = "true"/>
        </effect>

        <effect id="CommonSystemAntiGravityBalls" type="particle_effect" pre_draw="false" relative="true">
                <particle id="ballantigravity_physicwave" static_draw = "true"/>
                <particle id="ballantigravity_physicwave01" static_draw = "true"/>
        </effect>

        <effect id="CommonSystemGravityBalls" type="particle_effect" pre_draw="false" relative="true">
                <particle id="ballgravity_physicwave" static_draw = "true"/>
                <particle id="ballgravity_physicwave01" static_draw = "true"/>
        </effect>

        

        <effect id="BonusTrailGreen" type="particle_effect" pre_draw="false" relative="true">
                <particle id="bonusgreenfalling_trail"/>
                <particle id="bonusgreenfalling_trail02_CCW"/>
                <particle id="bonusgreenfalling_trail02_CW"/>
                <particle id="bonusgreenfalling_staticeffect" static_draw = "true"/>
        </effect>

        <effect id="BonusTrailRed" type="particle_effect" pre_draw="false" relative="true">
                <particle id="bonusredfalling_trail"/>
                <particle id="bonusredfalling_trail02_CCW"/>
                <particle id="bonusredfalling_trail02_CW"/>
                <particle id="bonusredfalling_staticeffect" static_draw = "true"/>
        </effect>
        
        <effect id="BonusTrailYellow" type="particle_effect" pre_draw="false" relative="true">
                <particle id="bonusyellowfalling_trail"/>
                <particle id="bonusyellowfalling_trail02_CCW"/>
                <particle id="bonusyellowfalling_trail02_CW"/>
                <particle id="bonusyellowfalling_staticeffect" static_draw = "true"/>
        </effect>


        
        <effect id="FlameThrowerPreGunSystem" type="particle_effect" pre_draw="false" relative="true">
                <particle id="gunflamethrower_permanentfire" static_draw = "true"/>
        </effect>

        <effect id="ForceFieldSystem" type="particle_effect" pre_draw="false" relative="true">
                <particle id="bonusesForceField_sparks" static_draw="true"/>    
                <particle id="bonusesForceField_sparks01" static_draw="true"/>  
                <particle id="bonusesForceField_sparks02" static_draw="true"/>  
        </effect>       
        
        <effect id="BarrierSystem" type="particle_effect" pre_draw="false" relative="true">
                <particle id="bonusesBarrier_sparks"/>  
                <particle id="bonusesBarrier_sparks01"/>        
        </effect>       

        <effect id="BallGeneratorSleepState" type="particle_effect" pre_draw="false" relative="true">
                <particle id="SE_generator_sleepsparks"  static_draw="true"/>   
                
        </effect>       
        <effect id="BallGeneratorReadyState" type="particle_effect" pre_draw="false" relative="true">
                <particle id="SE_generator_sparks"  static_draw="true"/>
                <particle id="SE_generator_sparks01"  static_draw="true"/>
                <particle id="SE_generator_blueglow01"  static_draw="true"/>
        </effect>       
        
        <effect id="BallGeneratorCreateState" type="particle_effect" pre_draw="false" relative="true">
                <particle id="SE_generator_createstate"  static_draw="true"/>
				<particle id="SE_generator_createstateglow01"  static_draw="true"/>
				<particle id="SE_generator_createstateglow02"  static_draw="true"/>
        </effect>       

        <effect id="BlackHoleParticleSystemCCW" type="particle_effect" pre_draw="false" relative="true">
                <particle id="SE_blaclhole_CCW" />
                <particle id="SE_blaclhole_fogCCW" />
        </effect>       

        <effect id="BlackHoleParticleSystemCW" type="particle_effect" pre_draw="false" relative="true">
                <particle id="SE_blaclhole_CW" />
                <particle id="SE_blaclhole_fogCW" />
        </effect>       
        
        <effect id="EntrancePortalParticleSystem" type="particle_effect" pre_draw="false" relative="true">
                <particle id="SE_portal_greenglow01" />
                <particle id="SE_portal_greenglow02" />
        </effect>       

        <effect id="ExitPortalParticleSystem" type="particle_effect" pre_draw="false" relative="true">
                <particle id="SE_portal_redglow01" />
                <particle id="SE_portal_redglow02" />
        </effect>       
        
        <effect id="CannonShotDinamicSystem" type="particle_effect" pre_draw="false" relative="true">
                <particle id="guncannon_smoke"/>
                <particle id="guncannon_shot"/>
        </effect>       

        <effect id="RocketDinamicSystem" type="particle_effect" pre_draw="false" relative="true">
                <particle id="gunrockets_smoke"/>
                <particle id="gunrockets_flame" static_draw="true"/>
        </effect>
        
        <composite_particle id="GemTrail" pre_draw="false">
                <particle id="SE_gem_trail01" />
                <particle id="SE_gem_trail02" />
                <particle id="SE_gem_staticglow" static_draw="true"/>
        </composite_particle>
        
        <effect id="BonusgreenFallingParticleSystem" type="particle_effect" pre_draw="false" relative="true">
                <particle id="bonusgreenfalling_trail"/>
                <particle id="bonusgreenfalling_trail02_CW"/>
                <particle id="bonusgreenfalling_trail02_CWW"/>
        </effect>

        
                <effect id="BonusgreenFallingParticleStaticSystem" type="particle_effect" pre_draw="false" relative="true">
                <particle id="bonusgreenfalling_staticeffect"/>
        </effect>

                <effect id="BoardCentralSystem" type="particle_effect" pre_draw="false" relative="true">
				<particle id="board_centralwaves"/>
        </effect>

        
        <effect id="BoardFlameParticle" type="particle_effect" pre_draw="false" relative="false">

                <particle id="board_flamesparks" static_draw="true"/>
                <particle id="board_flame" static_draw="true"/>
                <particle id="board_flameglowl" static_draw="true"/>
        </effect>

        <!--
        <effect id="BoardStaticFlameParticle" type="particle_effect" pre_draw="false" relative="false">
                
        </effect>
        -->
        
        <effect id="force_field_effect" type="force_field_effect" name="force_field_effect" 
                bonus_id="force_field"
                icon_pararm_type="time" 
                time="10000" border_width="18" ball_rotation_speed="4"
                field_particle_system = "ForceFieldSystem"
                field_image_id = "game_bonuses_forcefield"
                field_image_offset = "2 0"
                field_particle_system_width = "0"
                field_particle_offsets = "10 0 0 7"
                sound = "bonus_force_field_reflection"
                
                
                />

        <effect id="life_loss_effect" type="life_loss_effect" name="life_loss_effect" 
                dead_board_alpha="50" />
                
        <!--  Эффект Chain Lightning Gun  "y" -->
        <effect id="chain_lighting_gun_effect" type="chain_lighting_gun_effect" name="chain_lighting_gun_effect" 
                bonus_id="chain_lighting_gun"
                icon_pararm_type="count"
                ammo="5" reload_delay="1000" 
                time="2000" steps_limit = "10" vertical_hit_radius="50" creation_new_point_delay="500" destroy_last_point_delay="500" use_border_as_last_point="false" 
                effect_image_chain_lighting = "game_boards_weapon_nmchainlightinggun_chainlightinggun"
                effect_image_chain_lighting_offset = "-1 -27"
                board_lighting_point_offset = "0 -45"
                creation_time = "400"
                sound="bonus_chain_lighting_shot"
				min_lighting_step="100"
				max_lighting_step="200"
                />
    <!--  Эффект  Laser Gun  ";" -->
        <effect id="laser_gun_effect" type="laser_gun_effect" name="laser_gun_effect" 
                bonus_id="laser_gun"            
                icon_pararm_type="count"
                ammo="1" reload_delay="1000"    
                effect_gun_image = "game_boards_weapon_nmlasergun_lasergun" 
                effect_gun_image_offset = "-14 -14"     
                creation_time = "400"
                effect_gun_light_glow_image = "game_boards_weapon_nmlasergunlightglow_lasergunlightglow"
                effect_gun_light_glow_image_offset = "0 -17"
                effect_gun_light_glow_narrow_image = "game_boards_weapon_nmlasergunlightglownarrow_lasergunlightglownarrow"
                shot_image_id = "game_boards_weapon_nmlasergunray_lasergunray"
                show_shot_time = "500"
                shot_rect_offsets="0 0"
                sound="bonus_laser_shot"
                >
                <glow_narrow_frame_offset>
                        <frame_offset value="0 0"/>
                        <frame_offset value="0 -3"/>
                        <frame_offset value="0 -5"/>
                        <frame_offset value="0 -8"/>
                        <frame_offset value="0 -12"/>
                        <frame_offset value="0 -15"/>
                </glow_narrow_frame_offset>

        </effect>

    <!--  Эффект  droid " ' " -->
        <effect id="droid_effect" type="droid_effect" name="droid_effect" 
                        bonus_id="droid"        
                        icon_pararm_type="time"
                        time="20000"    max_droid_speed="1400"
                        blink_time="2500" blink_show_time="350" blink_invisible_time="200" visible_alpha="175" invisible_alpha="50"
                        work_surface_part="0.75"
                        min_repoint_interval="200" max_repoint_interval="1000"
						vertical_offset="5"
                        />

        <!-- Эффект flame thrower '/'
                min_start_speed - минимальная скорость вылета партиклей
                start_speed_incres_per_second - на сколько увеличится скорость вылета партиклей если 
                max_start_speed - максимальная скорость вылета партиклей
				
				

		<particle id="gunflamethrower_smoke" />
                <particle id="gunflamethrower_fire" />
				
        -->
        
        <effect id="flame_thrower_effect" type="flame_thrower_effect" name="flame_thrower_effect" 
                bonus_id="flame_thrower"
                icon_pararm_type="count"
                
				ammo="20" reload_delay="1" flame_effect="FlameThrower" damage_particle_id="gunflamethrower_fire" 
            min_start_speed="85" start_speed_incres_per_second="60" max_start_speed="185"
                effect_image_flame_thrower = "game_boards_weapon_nmflamethrower_flamethrower"
                effect_image_flame_thrower_offset = "0 -26"
                flame_system_offset = "-1 -47"
                creation_time = "400"
                pre_gun_particle_system = "FlameThrowerPreGunSystem"
                sound = "bonus_flame_thrower_burn"
                fire_sound = "bonus_flame_thrower_fire"
				use_charge_by_one_shoot_value="0.1"
    />
                
        <effect id="FlameThrower" pre_draw="false">
				<particle id="gunflamethrower_smoke" />
				<particle id="gunflamethrower_fire" />
        </effect>
        
    <!--  Эффект  nuke '.' -->
        <effect id="nuke_effect" type="nuke_effect" name="nuke_effect" 
                pre_time="600" after_time="1100" nuke_time="300"
                shake_time="350" sin_radius="3" sin_period="100" random_offset_interval="2 2"           
                explosion_effect="nuke_explosion"
				explosion_sound_name="bonus_nuke_explosion"
                />

        <effect id="nuke_explosion"
                time="150" explosion_radius="170" affect_radius="330" min_affect_impulse="200" max_affect_impulse="400"
                particle_effect="NukeExplosionParticleSystem" />

        <!--  Эффект  rockets '6' -->
        <effect id="rockets_effect" type="rockets_effect" name="rockets_effect" 
                bonus_id="rockets"
                icon_pararm_type="count"
                ammo="10" reload_delay="400" rocket_start_speed="280" rocket_size="22 8" acceleration="440"  explosion_effect="rocket_explosion"
                effect_gun_image = "game_boards_weapon_nmrocketslauncher_rocketslauncher"
                effect_gun_image_offset = "0 -2"
                effect_bullet_image = "game_boards_weapon_nmrockets_rockets"
                effect_bullet_image_offset = "0 0"
                creation_time = "400"
                sound="bonus_rockets_shot"
                />

        <effect id="rocket_explosion" type="brick_explosion_effect" 
                time="150" explosion_radius="60" affect_radius="120" min_affect_impulse="30" max_affect_impulse="80"
                particle_effect="explosion_effect" sound="exploder_explosion" />
                
        <!--  Эффект  cannon '`' -->
        <effect id="cannon_effect" type="cannon_effect" name="cannon_effect" 
                ammo="20" reload_delay="300" bullets_speed="560" bullet_size="7 10" hit_damage="1"
                bonus_id="cannon"
                icon_pararm_type="count"        
                effect_image_cannon = "game_boards_weapon_nmcannon_cannon"
                effect_image_cannon_offset = "-19 -13"
                board_aditional_offset = "9"
                go_down_time = "200"
                go_up_time = "200"
                bullets_start_pos_offset = "-7 -30"
                creation_time = "400"
                dinamic_particle_system = "CannonShotDinamicSystem"
                particle_offset = "-7 -10"
                sound="bonus_cannon_shot"
                />


        <!--  Эффект  laser_shock ']' -->                       
        <effect id="laser_shock_effect" type="laser_shock_effect" name="laser_shock_effect" 
                bullets_speed="750"     bullets_count="12" bullet_size="20 3"/>

        <effect id="mine_effect" type="mine_effect" name="mine_effect" 
                bonus_id="mine"
                icon_pararm_type="count"
                mine_particle_system = "CommonMineBallParticleSystem"
                ammo="5" reload_delay="400" explosion_effect="mine_explosion"   mine_time="3800" mine_texture_id="game_bonuses_mine"
                mine_ball_image = "game_bonuses_ball_nmmine_mine"
                set_mine_sound = "bonus_mine_put"
                work_mine_sound = "bonus_mine_blinking"
                />

        <effect id="mine_explosion" type="brick_explosion_effect" 
                time="300" explosion_radius="100" affect_radius="180" min_affect_impulse="150" max_affect_impulse="200" 
                particle_effect="explosion_effect" sound="bonus_mine_explosion" />
                
        <!--  Эффект   Mine  '[' -->            
        <effect id="extra_points_effect" type="extra_effect" name="extra_points_effect"
                extra_points="1000"/>

                <!-- Эффект Angry Ball "u" -->
        <effect id="angry_ball_effect_impl" type="angry_ball_effect" name="angry_ball_effect"
                time="10000" min_change_direction_time="150" max_change_direction_time="300" change_direction_spread="1.8"      effect_active_height="320"/>

        <!-- Эффект Bonus Bricks "m" -->
        <effect id="bonus_brick_ball_effect" type="bonus_brick_ball_effect" name="bonus_brick_ball_effect" 
                bonus_id="barrier" num_bonus_in_ball="4" time_interval="800" bonus_fall_velocity="250" sound="bonus_bonus_bricks_appear" >
                <brick template="bonus01_ancient_bricks_common_circ_nm412_412" id="1" x="200" y="200" angle="0.00" hp="1" width="0.00" height="0.00" side_length="0.00" diameter="0.00" flags="" end_width="0.00" end_height="0.00" end_side_length="0.00" end_diameter="0.00">
                        <effect type="brick_bonus_effect" name="" phasing_period="0.00" phasing_time_offset="0.00" phasing_alpha_change_time="0.00" phasing_alpha="128" bonus_id="barrier" />
                </brick>
        </effect> 
        
        <!-- Эффект gold_ball "n"
                bonus_id - какой бонус будет выпадать из шарика
                num_bonus_in_ball - число бонусов выпадающих из одного шарика
                time_interval - время через которое выпадают бонусы
                bonus_fall_velocity - скорость падения бонуса
        -->
        <effect id="gold_ball_effect" type="bonus_drop_ball_effect" name="gold_ball_effect" 
                bonus_id="extra_points" num_bonus_in_ball="3" time_interval="700" bonus_fall_velocity="150" sound="bonus_gold_ball_appear" />
        
        <!-- Эффект Plasma Ball  ","-->
        <effect id="plasma_ball_effect_impl" type="plasma_ball_effect" name="plasma_ball_effect" 
                brick_explosion_effect="plasma_brick_explosion"
                time="10000"  max_effect_radius="100" min_effect_radius="0" min_radius_force="-400" max_radius_force="0" apply_force_period="5" mass_coeficient="1"
                light_color="#150 0 126 192" ball_texture="game_balls_ball_nmspecial_plasma" 
                trail_effect="ballplasma_trail01" 
                bullets_speed="200" child_bullets_count="2" bullet_size="5 5" plasma_tree_deep="2" tree_life_time="500" sound="bonus_plasma_ball_split" />
        
        <!-- Эффект Plasma Ball trail composite -->     
                <composite_particle id="ballplasma_trail01" pre_draw="false">
                <particle id="ballplasma_trail01" />
                <particle id="ballplasma_trail02" />
        </composite_particle>

        <!-- Эффект Air Ball  "t"-->
        <effect id="air_ball_effect_impl" type="air_ball_effect" name="air_ball_effect" 
                time="5000"  max_effect_radius="90" min_effect_radius="0" min_radius_force="-200" max_radius_force="0" apply_force_period="5" mass_coeficient="1"
                light_color="#150 0 126 192" ball_texture="game_balls_ball_nmspecial_air" 
                trail_effect="AirTrail"/>
                
        <!-- Эффект Rail Bricks "z"-->
        <effect id="rail_ball_effect_impl" type="rail_ball_effect" name="rail_ball_effect" 
                time="10000" light_color="#150 31 195 0" ball_texture="game_balls_ball_nmspecial_rail"
                trail_effect="ballrail_trail01" />
                
        <!-- Эффект Rail Ball trail composite -->
        <composite_particle id="ballrail_trail01" pre_draw="false">
                <particle id="ballrail_trail01" />
                <particle id="ballrail_trail02" />
				<particle id="ballrail_trail03" static_draw="true"/>
        </composite_particle>

        <!-- Эффект Fire Ball  "f"-->
        <effect id="fire_ball_effect_impl" type="explosive_ball_effect" name="fire_ball_effect" 
                time="10000" explosion_effect="fireballexplosive_brick_explosion"
                light_color="#150 255 215 0" ball_texture="game_balls_ball_nmspecial_fire"
                trail_effect="ballfire_trail02" />
                
                <!-- Эффект FIRE Ball trail composite -->
                        <composite_particle id="ballfire_trail02" pre_draw="false">
                        <particle id="ballfire_trailsmoke" />
                        <particle id="ballfire_trail01" />
                        <particle id="ballfire_trail02" />
                        <particle id="ballfire_trail03" static_draw="true"/>
                        </composite_particle>
        
        <!-- Эффект Vacuum Ball "v"-->
        <effect id="vacuum_ball_effect_impl" type="explosive_ball_effect" name="vacuum_ball_effect" 
                time="10000" explosion_effect="vacuum_brick_explosion"
                light_color="#150 144 227 235" ball_texture="game_balls_ball_nmspecial_vacuum"
                trail_effect="ballvacuum_trail01"/>
                
        <composite_particle id="ballvacuum_trail01" pre_draw="false">
                <particle id="ballvacuum_trail01" />
        </composite_particle>

        <composite_particle id="AirTrail" pre_draw="false">
                <particle id="ballair_trail02"  />
                <particle id="ballair_trail" />
                <particle id="ballair_physicwave" static_draw="true" />
        </composite_particle>

        
        <!-- Эффект Normal Ball trail composite -->
        <composite_particle id="ballnormal_trail" pre_draw="false">
                <particle id="ballnormal_trail" />
                <particle id="ballnormal_trail02" />
        </composite_particle>

        <!-- Эффект detonate_ball  "d"
		
		
                time - время которое длиттся эффект на шарике
                detonate_time_light_speed - время за которое отрисоывается анимация лампочки перед взрывом
                delta_time_light_speed - время за которое отрисовывается анимация лампочки за delta_time до взрыва
                delta_time - время определяющее ускорение анимации лампочки
                texture_id - анимация мигающей лампочки
                time_after_end_ball_effect - время через сколько взорвутся брики после конца действия бонуса на шариках
                explosion_effect - эффект взрыва кирпичей
                bamb_for_bricks
        -->
        <effect id="detonate_ball_effect" type="detonate_ball_effect" name="detonate_ball_effect"
                bonus_id="detonate_ball"
                icon_pararm_type="time"
                brick_mine_particle_system = "CommonBrickMineParticleSystem"
                time="10000" detonate_time_light_speed="1" delta_time_light_speed="1000" delta_time="10000" 
                texture_id="game_bonuses_brickmine" time_after_end_ball_effect="150" explosion_effect="detonate_brick_explosion"
                light_color="#150 224 42 42" ball_texture="game_balls_ball_nmspecial_detonate" 
                trail_effect="DetonateTrail"
                set_bomb_sound="bonus_detonate_ball_put"
                work_bomb_sound="bonus_detonate_ball_blinking" 
				fast_blink_ms="120"
				slow_blink_ms="400"
				/>
        
        <effect id="detonate_ball_explosion" type="brick_explosion_effect" 
                time="300" explosion_radius="70" affect_radius="130" min_affect_impulse="30" max_affect_impulse="70" />
                
        <composite_particle id="DetonateTrail" pre_draw="false">
                <particle id="balldetonate_trail01" />
                <particle id="balldetonate_trail02" />
        </composite_particle>
                
        <!-- Эффект Crazy Ball  "r"-->
        <effect id="crazy_ball_effect_impl" type="crazy_ball_effect" name="crazy_ball_effect"
                time="10000"/>
                
        <!-- Эффект gravitation_ball  "q" Anti Gravitation Ball "w"
                time - время действия бонуса
                max_effect_radius - максимальный радиус
                min_effect_radius - минимальный радиус
                min_radius_force - сила в минимальном радиусе
                max_radius_force - сила в максимальном радиусе
                apply_force_period - частота приложения силы
                mass_coeficient - коэфициент влияния массы шарика на эффект притяжения
        -->
        
        <effect id="gravitation_ball_effect" name="gravitation_ball_effect" type="gravitation_ball_effect" 
                bonus_id="gravitation_ball"
                icon_pararm_type="time"
                ball_particle_system="CommonSystemGravityBalls"
                time="10000" max_effect_radius="160" min_effect_radius="20" min_radius_force="120" max_radius_force="70" apply_force_period="5" mass_coeficient="1"
				max_mass_apply_koef = "0.7"
				bonus_type = "green"
				/>

        <effect id="anti_gravitation_ball_effect" name="anti_gravitation_ball_effect" type="gravitation_ball_effect" 
                bonus_id="anti_gravitation_ball"
                icon_pararm_type="time"
                ball_particle_system="CommonSystemAntiGravityBalls"
                time="10000" max_effect_radius="160" min_effect_radius="0" min_radius_force="-170" max_radius_force="-250" apply_force_period="5" mass_coeficient="1"
				max_mass_apply_koef = "0.7"
				bonus_type = "red"
				/>
                
        <!-- Эффект balloons  "5"
                time - время действия бонуса
                up_rotation_speed - скорость углового поворота меняющая направление шарика на вертикальное
        -->
        <effect id="balloons_effect" type="balloons_effect" name="balloons_effect"
                bonus_id="balloons"
                icon_pararm_type="time"
                effect_image="game_bonuses_ballons"
                effect_image_offset="0 -26"
                effect_system = "ballons_particle_effect"
                time="7000" up_rotation_speed="2" />

        <!-- Эффект изменения размера шарика  Shrink Ball "1"  Grow Ball "2"
                grow - будет ли шарик расти 
                time - время за которое изменится размер
        -->

        <effect id="shrink_ball_effect" type="ball_change_size_effect"
                grow="false" time="200" />
        <effect id="grow_ball_effect" type="ball_change_size_effect"
                grow="true" time="200" />
                
        <!-- Эффект изменения скорости шарика Slow Ball "s"  Fast Ball "a"
                time - время за которое изменится скорость
                delta_speed - на сколько скорость изменится
        -->
        <effect id="fast_ball_effect" type="ball_change_speed_effect" name="ball_change_speed_effect"
                time="60"  delta_speed="75" />
        
        <effect id="slow_ball_effect" type="ball_change_speed_effect" name="ball_change_speed_effect"
                time="60"  delta_speed="-70"/>

        <!-- Эффекты Ball Split 
        3 Ball Split "7"
           8 Ball Split  "8"
           Super 3 Ball Split "9"
		  
        <effect id="three_ball_split_effect" type="lua_call_effect" 
                lua="main" bonus_script="bonus.three_ball_split" />

        <effect id="eight_ball_split_effect" type="lua_call_effect" 
                lua="main" bonus_script="bonus.eight_ball_split" />

        <effect id="super_three_ball_split_effect" type="lua_call_effect" 
                lua="main" bonus_script="bonus.super_three_ball_split"  />
        -->
        <!-- Эффект изменения размера доски  Shrink Board  "3"  Expand Board "4"
                grow - будет ли доска расти
                time - время за которое изменится размер
        -->
        <effect id="shrink_board_effect" type="board_change_size_effect" 
                grow="false" time="250" />
        <effect id="expand_board_effect" type="board_change_size_effect" 
                grow="true" time="250" />

        <!-- Эффект Bonus Magnet  "x"
				distance_to_speed_incres_koef - чем больше, тем больше воздействие на далекие бонусы
				speed_to_speed_decres_koef - чем больше, тем меньше воздействие на быстроприближающиеся к доске бонусы
				distance_to_speed_incres_koef="0.009"
				speed_to_speed_decres_koef="0.001"

				distance_to_speed_incres_koef="0.005"
				speed_to_speed_decres_koef="0.0666"
		
		-->
        <effect id="bonus_magnet_effect" type="bonus_magnet_effect" name="bonus_magnet_effect"
				distance_to_speed_incres_koef="0.0045"
				speed_to_speed_decres_koef="0.0866"

				bonus_id="bonus_magnet"
                icon_pararm_type="none" 
                time="10000" max_speed_radius="300" min_speed_radius="1000" max_speed="250" min_speed="0" target_part_of_board="90">
                <!--Бонусы которые притягиваются (зелёные)-->
                <effective_bonuses>
                        <bonus bonus_id="slow_ball" />
                        <bonus bonus_id="grow_ball" />
                        <bonus bonus_id="fire_ball" />
                        <bonus bonus_id="rail_ball" />
                        <bonus bonus_id="expand_board" />
                        <bonus bonus_id="ball_catcher" />
                        <bonus bonus_id="extra_life" />
                        <bonus bonus_id="three_ball_split" />
                        <bonus bonus_id="super_three_ball_split" />
                        <bonus bonus_id="eight_ball_split" />
                        <bonus bonus_id="warp_level" />
                        <bonus bonus_id="laser_gun" />
                        <bonus bonus_id="cannon" />
                        <bonus bonus_id="extra_points" />
                        <bonus bonus_id="bonus_brick_ball" />
                        <bonus bonus_id="bonus_magnet" />
                        <bonus bonus_id="barrier" />
                        <bonus bonus_id="droid" />
                        <bonus bonus_id="aim_ball" />
                        <bonus bonus_id="flame_thrower" />
                        <bonus bonus_id="balls_magnet" />
                        <bonus bonus_id="gold_ball" />
                        <bonus bonus_id="balloons" />
                        <bonus bonus_id="laser_shock" />
                        <bonus bonus_id="gravitation_ball" />
                        <bonus bonus_id="plasma_ball" />
                        <bonus bonus_id="indestructible_explosion" />
                        <bonus bonus_id="detonate_ball" />
                        <bonus bonus_id="vacuum_ball" />
                        <bonus bonus_id="force_field" />
                        <bonus bonus_id="nuke" />
                        <bonus bonus_id="mine" />
                        <bonus bonus_id="chain_lighting_gun" />
                        <bonus bonus_id="vertical_lighting" />
                        <bonus bonus_id="horizontal_lighting" />
                        <bonus bonus_id="rockets" />
                </effective_bonuses>
                <!--Списки взаимоисключающих бонусов (котрые не должны притыгиваться, если какой-то из списка уже действует)-->
                <exclusion_group>
                        <bonus bonus_id="fire_ball" />
                        <bonus bonus_id="rail_ball" />
                        <bonus bonus_id="air_ball" />
                        <bonus bonus_id="detonate_ball" />
                        <bonus bonus_id="vacuum_ball" />
                        <bonus bonus_id="plasma_ball" />
                </exclusion_group>
                <exclusion_group>
                        <bonus bonus_id="laser_gun" />
                        <bonus bonus_id="cannon" />
                        <bonus bonus_id="flame_thrower" />
                        <bonus bonus_id="rockets" />
                        <bonus bonus_id="chain_lighting_gun" />
                </exclusion_group>
                <exclusion_group>
                        <bonus bonus_id="ball_catcher" />
                        <bonus bonus_id="balls_magnet" />
                </exclusion_group>
        </effect>               
                
        <!--  Эффект l  balls catcher "l"
                ball_slots - чсло шариков которые будут браться после взятия одного бонуса (при взятии нескольких бонусов эти числа суммируются) 
                минимум 1 слот
        -->
        <effect id="ball_catcher_effect" type="ball_catcher_effect" name="ball_catcher_effect" 
                bonus_id="ball_catcher"
                icon_pararm_type="count" 
                ball_slots_count="1" 
                effect_image_catcher = "game_boards_weapon_nmballcatcher_ballcatcher"
                effect_image_catcher_offset = "3 -10"
                sound = "bonus_ball_catcher_stick"
                />

        <!--  Эффект BallsMagnet "k"
                direction_flags - направление молнии
                        charge - Заряд магнита в одном бонусе
                        charge_use_speed -скорость расхода заряда в секунду
                        path_radius - радиус кокружности поворота шарика к доске
        -->
        <effect id="balls_magnet_effect" type="balls_magnet_effect" name="balls_magnet_effect" 
                bonus_id="balls_magnet"
                icon_pararm_type="count"
                charge="100" charge_use_speed="10" path_radius="35" 
                bottom_height_limit="50"                
                effect_image_magnet = "game_boards_weapon_nmballsmagnet_ballsmagnet"
                effect_image_magnet_offset = "3 -13"

                effect_image="game_bonuses_ballons"
                effect_image_offset="0 -26"
				effect_system = "ballons_particle_effect"
                sound = "bonus_balls_magnet_use"
                />

        <!--  Эффекты Vertical  "j"и Horizontal Lighting "h"
                direction_flags - направление молнии
                        1 - вертикальная молния
                        2 - горизонтмальная молния
        -->
   <effect id="vertical_lighting_effect" type="lighting_effect" name="vertical_lighting_effect" 
                direction_flags="1" time="110" distruct_delay="55" distruct_radius="35" />

        <effect id="horizontal_lighting_effect" type="lighting_effect" name="horizontal_lighting_effect" 
                direction_flags="2" time="110" distruct_delay="55" distruct_radius="35" />

        <!-- Эффект  aim ball  "g"-->           
        <effect id="aim_ball_effect" type="aim_ball_effect" name="aim_ball_effect" 
                bonus_id="aim_ball"
                icon_pararm_type="time"
                time="10000" path_radius="25"
                aim_image = "game_bonuses_sightaim"

                />
        
        
        <!-- Эффект Indestructible Explosion "i" -->
        <effect id="indestructible_explosion_effect" type="level_bricks_explosion_effect" name="indestructible_explosion_effect" 
                max_hp_limit="20" />
                <!--
                
                explosion_effect="indestructible_brick_explosion" />

        <effect id="indestructible_brick_explosion" type="brick_explosion_effect" 
                time="300" explosion_radius="0" affect_radius="0" min_affect_impulse="80" max_affect_impulse="130" 
                particle_effect="explosion_effect"      />
        -->
        
        <!-- Эффект barrier "e"
                first_barrier_height - расстояние между низом экрана и первым барьером
                between_barriers_space - расстояние между двумя отображаемыми барьерами
                num_showed_barriers - число отображаемых барьеров
        -->
        
                
        <effect id="barrier_effect" type="barrier_effect" name="barrier_effect"

                bonus_id="barrier"
                icon_pararm_type="count"
                first_barrier_height="10" between_barriers_space="10" num_showed_barriers="3" 
                barrier_image="game_bonuses_barrier"
                image_offset = "0 -4"

                particle_system = "BarrierSystem"
                particle_system_surface_offset = "0"
                particle_system_height = "0"
                sound = "bonus_barrier_reflection"
				ball_hit_particle_system = "BarrierCollisionSystem"

                />

                
        <!-- Различные эффекты взрывов кирпичей -->
        <effect id="explosive_brick_explosion" type="brick_explosion_effect" 
                time="200" explosion_radius="100" affect_radius="200" min_affect_impulse="80" max_affect_impulse="170"
                particle_effect="explosion_effect" sound="exploder_explosion" />

        <effect id="fireballexplosive_brick_explosion" type="brick_explosion_effect" 
                time="100" explosion_radius="80" affect_radius="180" min_affect_impulse="70" max_affect_impulse="150"
                particle_effect="explosionfireball_effect" sound="bonus_fire_ball_explosion" />

        <effect id="vacuum_brick_explosion" type="brick_explosion_effect" 
                time="350" explosion_radius="0" affect_radius="200" min_affect_impulse="-170" max_affect_impulse="-100" 
                particle_effect="vacuum_explosion_effect" sound="bonus_vacuum_ball_explosion" />

        <effect id="normal_brick_explosion" type="brick_explosion_effect" 
                time="0" explosion_radius="0" affect_radius="0" min_affect_impulse="0" max_affect_impulse="0" 
                particle_effect="normal_brick_destruction" sound="normal_explosion" />
		
		<effect id="normal02_brick_explosion" type="brick_explosion_effect" 
                time="0" explosion_radius="0" affect_radius="0" min_affect_impulse="0" max_affect_impulse="0" 
                particle_effect="normal02_brick_destruction" sound="normal_explosion" />

        <effect id="star_brick_explosion" type="brick_explosion_effect" 
                time="0" explosion_radius="0" affect_radius="0" min_affect_impulse="0" max_affect_impulse="0" 
                particle_effect="star_brick_destruction" sound="normal_star_explosion" />

        <effect id="sand_brick_explosion" type="brick_explosion_effect" 
                time="0" explosion_radius="0" affect_radius="0" min_affect_impulse="0" max_affect_impulse="0" 
                particle_effect="sand_brick_destruction" sound="normal_sand_explosion" />

        <effect id="glass_brick_explosion" type="brick_explosion_effect" 
                time="0" explosion_radius="0" affect_radius="0" min_affect_impulse="0" max_affect_impulse="0" 
                particle_effect="glass_brick_destruction" sound="normal_glass_explosion" />

        <effect id="indestructible_brick_explosion" type="brick_explosion_effect" 
                time="0" explosion_radius="0" affect_radius="0" min_affect_impulse="0" max_affect_impulse="0" 
                particle_effect="indestructible_brick_destruction" sound="indestructible_explosion" />

        <effect id="wood_brick_explosion" type="brick_explosion_effect" 
                time="0" explosion_radius="0" affect_radius="0" min_affect_impulse="0" max_affect_impulse="0" 
                particle_effect="wood_brick_destruction" sound="normal_wood_explosion" />

        <effect id="detonate_brick_explosion" type="brick_explosion_effect" 
                time="200" explosion_radius="50" affect_radius="100" min_affect_impulse="40" max_affect_impulse="85"
                particle_effect="explosion_effect" sound = "bonus_detonate_ball_explosion" />

                

        <effect id="explosion_effect" type="particle_effect" pre_draw="false" >
                <particle id="brickexplosion_smoke"/>
                <particle id="bricknormal01_destructionfragment"/>
                <particle id="brickexplosion_fire"/>
                <particle id="brickexplosion_physicswave"/>
        </effect>
        

        <effect id="explosionfireball_effect" type="particle_effect" pre_draw="false" >
                <particle id="ballfire_brickexplosionsmoke"/>
                <particle id="ballfire_brickexplosionfire"/>
                <particle id="FirePartExplosionFire"/>
                <particle id="ballfire_brickexplosionwave"/>
                <particle id="ballfire_brickexplosionfragment"/>
        </effect>

        <effect id="vacuum_explosion_effect" type="particle_effect" pre_draw="false" >
                <particle id="ballvacuum_brickexplosionsmoke"/>
                <particle id="ballvacuum_brickexplosion"/>      
        </effect>       
        
        <effect id="star_brick_destruction" type="brick_particle_effect" pre_draw="false" >
                <particle id="bricknormal02_stardestructionfragment"/>
                <particle id="bricknormal02_starsmoke"/>
        </effect>
        
        <effect id="wood_brick_destruction" type="brick_particle_effect" pre_draw="false" >
                <particle id="bricknormal05_woodfragment"/>
                <particle id="bricknormal05_woodexplosionsmoke"/>
        </effect>

        <effect id="sand_brick_destruction" type="brick_particle_effect" pre_draw="false" >
                <particle id="bricknormal03_sanddestructionfragment"/>
                <particle id="bricknormal03_sanddestructionfragment01"/>
                <particle id="bricknormal03_sandsmoke02"/>
                <particle id="bricknormal03_sanddestructionsmoke"/>
        </effect>
        
        <effect id="indestructible_brick_destruction" type="brick_particle_effect" pre_draw="false" >
                <particle id="bricknormal01_indestrfragCCW"/>
                <particle id="bricknormal01_indestrsmoke"/>
                <particle id="bricknormal01_indestrfragment"/>
                </effect>

        <effect id="normal_brick_destruction" type="brick_particle_effect" pre_draw="false" >
                <particle id="bricknormal01_destructionfragment"/>
                <particle id="bricknormal01_destructionsmoke"/>
                
        </effect>
		<effect id="normal02_brick_destruction" type="brick_particle_effect" pre_draw="false" >
                <particle id="bricknormal06_destructionfragment"/>
                <particle id="bricknormal06_destructionsmoke"/>
		</effect>
        <effect id="glass_brick_destruction" type="brick_particle_effect" pre_draw="false" >
                <particle id="bricknormal03_glassfragment"/>
                <particle id="bricknormal03_glassfragment01"/>
                <particle id="bricknormal03_glasssmoke"/>
                
        </effect>
        
        <effect id="ballplasma_brick_explosion" type="brick_particle_effect" pre_draw="false" >
                <particle id="ballplasma_brickexplofragment"/>
                <particle id="ballplasma_brickexplosionsmoke"/>
                
        </effect>
        
        <effect id="ball_sparks_effect" type="particle_effect"  pre_draw="true" >
                <particle id="ballnormal_sparks"/>
        </effect>       
        
        <effect id="brick_float_effect" type="float_object_effect"
                amplitude="1.30" period="2000" clockwise="true" />
                
        <effect id="brick_gem_postdraw_effect" type="gem_brick_effect"  
                pre_draw="false" texture="special_elements_gem_nmgem_gem" />
                
        <effect id="brick_gem_predraw_effect" type="gem_brick_effect"
                pre_draw="true" texture="special_elements_gem_nmgem_gem" />             

                <effect id="fire_transform_effect" type="particle_effect" pre_draw="false" relative="true">
                <particle id="SE_firecup_smoke"  static_draw="true"/>   
                <particle id="SE_firecup_fire"  static_draw="true"/>
        </effect>       

        <effect id="fire_transform_sleep_effect" type="particle_effect" pre_draw="false" relative="true">
                <particle id="SE_firecup_sleepsmoke"  static_draw="true"/>      
                <particle id="SE_firecup_sleepfire"  static_draw="true"/>
        </effect>       
        <effect id="rail_transform_effect" type="particle_effect" pre_draw="false" relative="true">
                <particle id="SE_railcup_smokel"  static_draw="true"/>  
                <particle id="SE_railcup_rail"  static_draw="true"/>
        </effect>       

        <effect id="rail_transform_sleep_effect" type="particle_effect" pre_draw="false" relative="true">
                <particle id="SE_railcup_smokesleep"  static_draw="true"/>      
                <particle id="SE_railcup_railsleep"  static_draw="true"/>
        </effect>       
        
        <effect id="fire_ball_effect" type="ball_modify_effect" name="level_fire_ball_effect"
                ball_effect_name="fire_ball_effect"
                bonus_id="fire_ball"
                icon_pararm_type="time" 
                />

        <effect id="rail_ball_effect" type="ball_modify_effect" name="level_rail_ball_effect"
                ball_effect_name="rail_ball_effect" 
                bonus_id="rail_ball"
                icon_pararm_type="time"         />

        <effect id="vacuum_ball_effect" type="ball_modify_effect" name="level_vacuum_ball_effect"
                ball_effect_name="vacuum_ball_effect" 
                bonus_id="vacuum_ball"
                icon_pararm_type="time" />

        <effect id="air_ball_effect" type="ball_modify_effect" name="level_air_ball_effect"
                ball_effect_name="air_ball_effect"      
                bonus_id="air_ball"
                icon_pararm_type="time" />
        
        <effect id="plasma_ball_effect" type="ball_modify_effect" name="level_plasma_ball_effect"
                ball_effect_name="plasma_ball_effect"   
                bonus_id="plasma_ball"
                icon_pararm_type="time" />

        <effect id="crazy_ball_effect" type="ball_modify_effect" name="level_crazy_ball_effect"
                ball_effect_name="crazy_ball_effect" 
                bonus_id="crazy_ball"
                icon_pararm_type="time" />

        <effect id="angry_ball_effect" type="ball_modify_effect" name="level_angry_ball_effect"
                ball_effect_name="angry_ball_effect" 
                bonus_id="angry_ball"
                icon_pararm_type="time" />
        
</Effects>
