This is a list of premade mods that you can insert into your mod.
*JoeMaximum's Aim and Fire Template - Includes inferno's compact version
Various Examples by inferno.
Waves in Burning Sand 1 and 2 are simple. A basic one uses this template:
Element Group Wave.... Deathrate Dis... Element None Dis.... Deathrate Deathelement... (more of Dis can be used to create multi-color waves) Interaction Wave Element(s) Wave Wave Rate
The only things really vital to a wave is the deathrates of the wave element and the trailing Dis elements, and the rate of growth, indicated by the simple interaction.
Dis elements are sometimes given an interaction that makes them “eat” the wave (Interaction Dis Wave Dis Dis Rate) to prevent looping, where the wave repeats, usually in a continuous cycle.
??? in BS1 and 2 are good examples of waves, as is the electricity in plastik's Electricity Mod.
(This is based off BS2's ???)
As you should know from reading the rest of JoeMaximum's guides, and exception is, well, an exception from an interaction. Inferno has nearly perfected it for multiple interactions. Note that this should only be used if you want more than one exception, but not very much more.
Multiple exceptions are created by the following steps:
SET elementexception ELEMENT:Exception
It is recommended that you make the variables all lowercase, and name them so that they are recognizable.
INTERACTIONTRIGGER Element All ElementTrigger Rate Exception
You should set one of the elements you want to be exempted as the regular exception.
Structure:
REMOVETRIGGER TriggerName ON TriggerName IF *exceptions* <DRAW element3 POINT X1 Y1> ON TriggerName IF *exceptions* <DRAW element4 POINT X2 Y2>
Element3 represents the normal third section of an interaction, and element4 represents the fourth portion of an interaction.
Exceptions are done with the following syntax:
((INTERACTION2 != elementvariable) && (INTERACTION2 != elementvariable2))
For more than two, add
&& (INTERACTION2 != elementvariablex)
in between the last two parentheses.
Horizontal missiles are easy to make, but are only capable because of Burning Sand's bias.
To set up a missile, it uses a minimum of two elements… ANY two elements. They also run on a single interaction.
Interaction Element1 Clear Element2 Element1 32768
Simple enough, right?