Issue with addChild's X and Y value

I have an Enemy class that deals with my monster moving and attacking. Within that class, I have another class called enemyMagic, which is a blank movieclip that serves as a masterclass to different movieclips that I will make.

So in the enemyMagic class, I add a movieclip called attack1

public var attack1:Attack1 = new Attack1;    
           public function EnemyMagic() {
                    ////////////CREATE THE TIMER//////////
                    masterEnemyAttackTimer.addEventListener(TimerEvent.TIMER, mastertimer);
                    
                    ////////////ATTACKS/////////
                    //TIER 1//
                    addChild(attack1);
        
                }

And in the enemy class, I add the enemyMagic when the enemy is attacking a certain position.

for (var k:int = 0; k < Main.tileset.length; k++)
                {

                    if (! Main.tileset[k].tileMiddle.hitTestObject(this.enemyVisionPoint))
                    {
                        if (Main.tileset[k].tileHP !== 0)
                        {
                            attackoptions.push(Main.tileset[k]);
                        }
                        if (Main.tileset[k].tileMiddle.hitTestObject(Main.player.visionPoint))
                        {
                            addChild(enemymagic);
                            Main.tileset[k].outline.gotoAndStop("attack");
                            this.enemymagic.x = (Main.tileset[k].x);
                            this.enemymagic.y = (Main.tileset[k].y);
                            trace(enemymagic.x, enemymagic.y, Main.tileset[k].x, Main.tileset[k].y); 

For some reason, the enemymagic is tracing the exact same number as the tile’s x and y, but it isn’t adding it on the tile. It adds it way off the screen. I think it might be because it starts on the enemy’s x and y and then calculates?

So my question is how can I get the enemymagic movie clip to get exactly on the position of the tile?