Sorry, i mean "offset" (the position where the proyectile going to appear)
Here is an example of the Blade Spark from my new WIP BARAKA
;BLADE SPARK
[Statedef 1000]
type = S
movetype = A
physics = S
ctrl = 0
anim = 1000
velset = 0,0
sprpriority = 0
[State 0, Projectile]
type = Projectile
trigger1 = animelem = 4
ProjID =1002
projanim =1002
projscale = .8,.8
projremove = 1
projremovetime = -1
velocity = 3,0
remvelocity = 0,0
accel = .5,0
projhits = 1
projsprpriority = 4
offset = ceil(35*const(size.xscale)),ceil(-89*const(size.yscale))
postype = p1 ;p2,front,back,left,right
attr = S,NA ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFDP ;HLAFD+-
guardflag = M ;HLA
animtype = Heavy ;light,medium,hard,back,up,diagup
priority = 4, Hit ;Hit,Miss,Dodge
damage = 50,15
getpower = 30 * !var(20), 0
givepower = 30, 30
pausetime = 2,5
guard.pausetime = 3, 6
sparkNo = s1003;8200
guard.sparkNo = S7003;8100
sparkxy = 35,0
hitsound = s1,7
guardsound = s1,0
air.animType = Back
fall.animType = Back
ground.type = Low ;Low,Trip,None
air.type = Low
ground.slidetime = 20 + 4*var(9)
ground.hittime = 20 + 4*var(9)
guard.hittime = 18
air.hittime = 120
ground.velocity = -3
guard.velocity = -3
air.velocity = -4,-4
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .58 ; This is for the enemy fall if its hitted this not affect the movement of the proyectile
fall = 0
fall.recover = 0
fall.recovertime = 120
envshake.time = 20
envshake.freq =40
envshake.ampl = 3
kill = !var(58) || 1*p2stateno = 003 ;