starting_point_x = x starting_point_y = y draw_position_x = starting_point_x draw_position_y = starting_point_y damage_disjoint_x = 0 damage_disjoint_y = 0 damage_disjoint_count = 0 no_loop_damage_disjoint_count = false transformed = false max_rise = 20 starting_point_reference = obj_masterswordremix_body_a.starting_point_y - obj_masterswordremix_body_a.max_rise