not sure if it will work like that but this maybe helps
system 'for each sprite' and then system expression 'loopindex'
loopindex gives you the number of current loop
so you could say in the for each loop , set position Sprite.x * loopindex and sprite.y * loopindex so sprite 1 will be x0 y0 sprite2 x10 y10 sprite3 x20 y20