I'll put some of the code here. Also made blaze cannons more fun.
the pretty colours/ patterns that draw, then break up is from making a SHOT fire the pattern at the bottom of bullet_vars
That shot is simple.
<entity name="Lightning" category="Shot" image_folder="Simpler" image_name="ReverseBonePink" immune_to_all_damage="true">
<system type="Lightning" offset="0,0"/>
That Lightning system is just a gun that fires the pattern at the correct rate (every 0.75 seconds).
The Fun is with messing with this
<bullet_pattern name="spirog">
<bullet
moves_with_firing_entity="true"
offset_is_relative_to_parent_bullet_instead_of_firing_entity="true"
spawns_offset_from_firing_entity="200,0"
shot_type="BulletPointedGreen"
angle="0"
is_invisible_and_does_not_collide_with_ships="true"
immune_to_interception_and_aoe="true">
<spawn>
<bullet_pattern>
<bullet
moves_with_firing_entity="true"
offset_is_relative_to_parent_bullet_instead_of_firing_entity="true"
spawns_offset_from_firing_entity="150,0"
shot_type="Lightning"
angle="0"
is_invisible_and_does_not_collide_with_ships="true"
immune_to_interception_and_aoe="true">
<loop iterations="-1" suppress_loop_bug="true">
<change
relative="true"
angle="7"/>
<wait time="0.1"/>
</loop>
</bullet>
</bullet_pattern>
</spawn>
<loop iterations="-1" suppress_loop_bug="true">
<change
relative="true"
angle="11"/>
<wait time="0.03"/>
</loop>
</bullet>
</bullet_pattern>
Mess with the times, angles and off sets (making sure at least one changes at the rate the real shots get drawn (every .05 seconds).