// ---- // Sprites required by various spell effects. // ---- $sprdir Spells // ******************************************************************** // Spell change effects, i.e. readying the various spells. // ******************************************************************** $spritename spark_red $load art/gfx/sprites/spark_red.pcx $spriteframe 0 0 16 16 $spritename spark_blue $load art/gfx/sprites/spark_blue.pcx $spriteframe 0 0 16 16 $spritename spark_green $load art/gfx/sprites/spark_green.pcx $spriteframe 0 0 16 16 $spritename spark_yellow $load art/gfx/sprites/spark_yellow.pcx $spriteframe 0 0 16 16 $spritename spark_cyan $load art/gfx/sprites/spark_cyan.pcx $spriteframe 0 0 16 16 $spritename spark_mag $load art/gfx/sprites/spark_mag.pcx $spriteframe 0 0 16 16 $spritename spark_ind $load art/gfx/sprites/spark_ind.pcx $spriteframe 0 0 16 16 // ******************************************************************** // Spell trail effects. // ******************************************************************** // Flying-fist. $spritename flyingfist $load art/gfx/sprites/s_flyingfist2.pcx $spriteframe 0 0 64 64 // Magic-missile. $spritename halo_ind $load art/gfx/sprites/s_halo_ind.pcx $spriteframe 0 0 64 64 $load art/gfx/sprites/s_halo_ind2.pcx $spriteframe 0 0 64 64 $spritename indigostreak $load art/gfx/sprites/l_indigostreak.pcx $spriteframe 0 0 16 64 // Ring Of Repulsion. $spritename bluering $load art/gfx/sprites/s_star.pcx $spriteframe 0 0 64 64 // Meteor-barrier. $spritename meteorbarrier $load art/gfx/sprites/s_meteorbarrier.pcx $spriteframe 0 0 64 64 // Sphere Of Annihlation - the sphere itself. $spritename bluball $load art/gfx/sprites/s_bluball.pcx $spriteframe 0 0 64 64 // Sphere Of Annihlation - the pulsating flare around the sphere. $spritename shboom $load art/gfx/sprites/s_shboom.pcx $spriteframe 0 0 64 64 // Sphere Of Annihlation - the glowing white balls. $spritename glowball $load art/gfx/sprites/s_glowball.pcx $spriteframe 0 0 16 16 // Sphere Of Annihlation - beam graphic $spritename glowbeam $load art/gfx/sprites/s_anhpower.pcx $spriteframe 0 0 64 64 // Firewall $spritename wflame $load art/gfx/sprites/s_nflame.pcx $spriteframe 0 0 128 128 $spritename wflame2 $load art/gfx/sprites/s_nflame2.pcx $spriteframe 0 0 64 64 $spritename wflamepillar $load art/gfx/sprites/s_fwallpower.pcx $spriteframe 0 0 64 64 // Teleport. $spritename teleport_1 $load art/gfx/sprites/s_tele1.pcx $spriteframe 0 0 64 64 $spritename teleport_2 $load art/gfx/sprites/s_tele2.pcx $spriteframe 0 0 64 64 // ******************************************************************** // Hell-staff. // ******************************************************************** $spritename hellstafproj $load art/gfx/sprites/hellstafproj1.pcx $spriteframe 0 0 32 32 $load art/gfx/sprites/hellstafproj2.pcx $spriteframe 0 0 32 32 // ******************************************************************** // Spellhands trail effects, i.e. left by the player's hands etc. when // casting spells. // ******************************************************************** // A red-orange trail. $spritename spellhands_red $load art/gfx/sprites/s_spellhands_red.pcx $spriteframe 0 0 32 32 // A blueish trail. $spritename spellhands_blue $load art/gfx/sprites/s_spellhands_blue.pcx $spriteframe 0 0 32 32 // ******************************************************************** // Weapon trail effects, i.e. left by the player's weapons like the // spear-staff and hell-staff. // ******************************************************************** $spritename patball $load art/gfx/sprites/s_patball_1.pcx $spriteframe 0 0 64 64 $load art/gfx/sprites/s_patball_2.pcx $spriteframe 0 0 64 64 // Phoenix comes out of the phoenix arrow explosion $spritename phoenix $load art/gfx/sprites/s_phoenix.pcx $spriteframe 0 0 128 128 $load art/gfx/sprites/s_phoenix2.pcx $spriteframe 0 0 128 128 // Rather than tinted steam-- For red rain $spritename rsteam $load art/gfx/sprites/s_rsteam.pcx $spriteframe 0 0 32 32 // Magenta steam for powered up red rain $load art/gfx/sprites/s_rsteam2.pcx $spriteframe 0 0 32 32 $spritename maceball $load art/gfx/sprites/maceball.tga $spriteframe 0 0 64 64