APS is built for backpacking and performance. It works off two lists: a sprite list, and a sprite data list. This features minimal repeating blocks for animating, as well as a couple useful custom blocks on their own. When a particle is cloned, it unpacks its own sprite data to it's cloned list. The particle then animates by specifying a certain sprite listed in the sprite list, and uses data (final frame index, and frame rate) to first target that sprite in the costume list by figuring out the final frame index of the previous sprite in the list, and comparing to the final frame of the current sprite. It then animates with 3 lifetime settings (frames, animation loops, and seconds) that loops through the sprite costumes by frame rate and the timer to ensure accuracy. Credit if you like :3