ParticleSystem " sword effect " 1.00
{
   Position = XYZ(0.00,0.00,0.00)
   SourceBlending = 5
   DestBlending = 2

   EventSequence " particle "
   {
      Offset = XYZ(0.00,0.00,0.00)
      LifeTime = random(0.00,2.00)
      EmitRate = random(100,100)
      EmitRadius = XYZ(random(-15.00,15.00),random(-15.00,15.00),random(0.00,0.00))
      Gravity = XYZ(0.00,0.00,0.00)
      FollowCamera = 1
      Orientation = XYZ(0.00,0.00,0.00)
      OriR = 0
      SelfRotation = 0
      SelfRotAxis = XYZ(0.00,0.00,0.00)
      SelfRotSpeed = random(0.50,1.00)
      Has_Rotation = 0
      IsSmo = 0
      Texture = " spirit "
      TextureNumber = 1
      TexturePeriod = 0.00
      RChange = 0
      NumParticles = 45
      TimeDelay = 0.00
      Loop = 0

      Initial Velocity = XYZ(random(0.00,0.00), random(0.00,0.00), random(45.00,35.00))
      Initial Size = random(20.00,25.00)
      Initial Color = RGBA(random(0,0), random(0,0), random(0,0), random(0,0))

      //// Color 2
      Fade So At 0.50 Color = RGBA(random(255,255),random(255,128),random(128,64),random(80,80))
      Fade So At 1.80 Color = RGBA(random(0,0),random(0,0),random(0,0),random(0,0))

      //// Size 0
      //// Velocity 0
   }

   EventSequence " particle "
   {
      Offset = XYZ(0.00,0.00,2.00)
      LifeTime = random(30.00,30.00)
      EmitRate = random(100,100)
      EmitRadius = XYZ(random(0.00,0.00),random(0.00,0.00),random(0.00,0.00))
      Gravity = XYZ(0.00,0.00,0.00)
      FollowCamera = 0
      Orientation = XYZ(0.00,0.00,0.00)
      OriR = 0
      SelfRotation = 1
      SelfRotAxis = XYZ(0.00,0.00,1.00)
      SelfRotSpeed = random(0.05,0.10)
      Has_Rotation = 0
      IsSmo = 1
      Model = " spiritcone "
      NumParticles = 4
      TimeDelay = 0.00
      Loop = 0

      Initial Velocity = XYZ(random(0.00,0.00), random(0.00,0.00), random(0.00,0.00))
      Initial Size = random(0.30,0.80)
      Initial Color = RGBA(random(255,255), random(255,128), random(128,64), random(80,80))

      //// Color 0
      //// Size 0
      //// Velocity 0
   }
}
