Thanks for your help Ashen, everything is up and running now. Here's the finished code snippet including the lines I posted before. Again, I'm sorry my limited internet access posed a communication difficulty.
Code: ags
And here are a couple of screenshots of how the system works... the test particles are ugly as sin (just scaling, jagged edged blobs of pure color). The finished game intends to be more polished.

The user creates new objects and sets the appropriate icon...

When the game runs, the script creates appropriate emitters at the object locations.
There's no object level scripting involved. The goal is to make it easy to create and modify scenes with multiple emitters. Thanks again, Ashen!
ViewFrame *initial_frame = Game.GetViewFrame(particles[n].view, particles[n].loop, 0); //get the first frame in the specified loop
int frame_spread = (Game.GetFrameCountForLoop(particles[n].view, particles[n].loop) ); // get the frame count in the loop
float timer_percent = (1.0 - (particles[n].timer / particles[n].lifespan)); // get a fraction for particle animation
int current_frame = (initial_frame.Graphic + FloatToInt(timer_percent * IntToFloat(frame_spread)));
RawDrawImage(FloatToInt(particles[n].x), FloatToInt(testy_bits[n].y), current_frame);
And here are a couple of screenshots of how the system works... the test particles are ugly as sin (just scaling, jagged edged blobs of pure color). The finished game intends to be more polished.

The user creates new objects and sets the appropriate icon...

When the game runs, the script creates appropriate emitters at the object locations.
There's no object level scripting involved. The goal is to make it easy to create and modify scenes with multiple emitters. Thanks again, Ashen!