heretic2-sdk/Toolkit/Designer/qdtexamples/Sprites_Spells.qdt
1998-12-10 00:00:00 +00:00

185 lines
4.5 KiB
Text

// ----
// 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