Ok. I made it a little more confusing then it needed to be since I used one variable for both the health and the explosion. I'll go get some codez.
Here's what I did:
.In the beginning
[normal enemy sprite]->Pic3
[an explosion sprite]
[an explosion sprite]
[an explosion sprite]
[an explosion sprite]
.Lotsa stuffs
.After the enemies have been killed and the kill code is done
For(P,0,r5)
.P*3+L2 is the explosion frame count/Enemy life
If {P*3+L2}<6
. ^ If the frame count is less than 6 (I dont think I need the first if

)
!If {P*3+L2+2}
.P*3+L2+2 is alive or dead ^ (I need this because P*3+L2 is also the health amount)
.If I didnt do that, it would start the animation when the enemy is still alive

Pt-On({P*2+L1},{P*2+L1+1},{P*3+L2}*8+Pic3-1)
.Display the pics ^.
{P*3+L2}++
.Add to frame count^
If {P*3+L2}=5
. If the frame is at 5 (which is the end of the final frame)
K++
. Add one to the amt of enemies killed.
End
End
End
End