Well, I was planning to use modified coding of Pikachu's Electric Ball Barrage for Boxer's Weight Drop so I can use different objects that are not dependent on Boxer's palettes for the move.
But Pikachu's Electric Ball Barrage needs fixing anyway.
Below is the coding for the helpers of the move, which should behave like projectiles.
;New Zap shots
[Statedef 9020]
type = A
movetype = A
physics = n
anim = 1111
sprpriority = 3
velset = 1+(random%5), -5-(random%10)
[State 9020, 2]
type = NotHitBy
trigger1 = 1
value = ,AT
[State 9020, 3]
type = trans
trigger1 = 1
trans = add
value = 255
[State 9020, 6]
type = HitDef
trigger1 = time = 0
attr = A, HA
hitflag = MAFD
guardflag = MA
pausetime = 1, 11
priority = 7, Hit
animtype = Hard
damage = 15, 2
sparkno = 3
sparkxy = -5, -34
hitsound = S2, 1
guardsound = 6, 0
ground.type = high
ground.velocity = -1.5
air.type = low
air.velocity = -1.5
air.hittime = 20
down.velocity = -1.5
down.hittime = 20
guard.slidetime = 21
guard.hittime = 21
guard.velocity = -8
fall = 1
air.fall = 1
fall.recover = 0
givepower = 35
getpower = 0
envshake.time = 20
palfx.time = 90
palfx.add = 0,15,75
palfx.color = 0
palfx.invertall = 1
palfx.sinadd=255,255,255,4
[State 9020, 7]
type = ParentVarAdd
trigger1 = MoveHit
v = 11
value = 1
[State 9020, 7a]
type = ParentVarSet
trigger1 = MoveHit
v = 25
value = 2
[State 9020, 8]
type = MoveHitReset
trigger1 = MoveHit
[State 9020: Missed]
type = DestroySelf
trigger1 = Time > 120
trigger2 = MoveContact
Now the helpers did behave like projectiles, except for the fact that they do not disappear when they hit an enemy.