well ive sorta changed my philosophy on how to do things. ive decided to make spew types as simple as possible, letting users define multiple particle spews per weapon. you may then build a stack of particle effects. for example your tach railgun needs two spirals, one big one small. so what you will do is set up a large spiral pspew and a smal spiral pspew. the effects overlap to make a more tach like spew.
so far ive really added only a few new tags to pspew. most of them can apply across the range of spew types. count will always be the number of particles spewed per frame, time will always be the delay between spawns, vel will always be the velocity inheritence factor, radius will always be the particle size, life will alwas be the duration, scale will always be how big the effect is (really in all types its a scaler for particle velocity). ive realy only added a few things that arent already defined. normal and offset should be pretty self explanitory, direction and location of the spew. rotation rate is only used for helix type and defines the speed of rotation (i think its in rotations per second so it makes more since than in the lua script). sparkler has a z scale which allows you to make an ovoid shape so you can surround a laser blob. other than that thers just the type string.
while most of the variables mean the same thing, how they effect the type depends on the type. like scale needs to be

bigger using helix mode than in default. a vel of 1 looks good on a sparkler while a vel of 0.01 looks better on a helix. as a modder my new system makes

of sense.