part_explosionsys = part_system_create() part_explosionEm = part_emitter_create(part_explosionsys) part_system_depth(part_explosionsys, ((-room_height) - 1000)) part_explosion2 = part_type_create() part_type_sprite(part_explosion2, spr_battle_enemy_attack_falling_stars_big_star, 0, 0, 0) part_type_size(part_explosion2, 0.1, 1, 0.1, 0) part_type_colour2(part_explosion2, 16777215, 16777215) part_type_alpha2(part_explosion2, 1, 0) part_type_orientation(part_explosion2, 0, 359, 10, 0, false) part_type_life(part_explosion2, 20, 20) part_type_blend(part_explosion2, 0) part_emitter_region(part_explosionsys, part_explosionEm, x, x, y, y, 1, 1) part_emitter_burst(part_explosionsys, part_explosionEm, part_explosion2, 1) alarm[0] = 60