anchor.diff:  	var/use_message = "You shuffle the deck..."
   	var/used_message = "All the cards seem to be blank now."
   	var/failure_message = "..And draw a card! It's...blank? Maybe you should try again later."
  -	var/list/possible_guardians = list("Fire", "Standard", "Scout", "Shield", "Ranged", "Healer", "Fast")
  +	var/list/possible_guardians = list("Fire", "Standard", "Scout", "Shield", "Ranged", "Healer", "Fast", "Explosive")
   	var/random = TRUE
   
   /obj/item/weapon/guardiancreator/attack_self(mob/living/user)
  
positive.code: 	if(istype(AM, /mob/living/))
  		var/mob/living/M = AM
  		if(AM != src.summoner)
  			M.adjust_fire_stacks(10)
  			M.IgniteMob()
  
  //Standard
  
negative.code: 		var/atom/movable/M = target
  		if(!M.anchored && M != src.summoner)
  			do_teleport(M, M, 10)
  
  /mob/living/simple_animal/hostile/guardian/bomb
  	melee_damage_lower = 15
  	melee_damage_upper = 15
  	damage_transfer = 0.6
  	range = 13
  	playstyle_string = "As an explosive type, you have only moderate close combat abilities, but are capable of converting any adjacent item into a disguised bomb via shift click."
  	magic_fluff_string = "..And draw the Scientist, master of explosive death."
  	tech_fluff_string = "Boot sequence complete. Explosive modules active. Nanoswarm online."
  	bio_fluff_string = "Your scarab swarm finishes mutating and stirs to life, capable of stealthily booby trapping items."
  	var/bomb_cooldown = 0
  
  /mob/living/simple_animal/hostile/guardian/bomb/ShiftClickOn(atom/movable/A)
  	if(istype(A, /obj/))
  		if(bomb_cooldown <= world.time && !stat)
  			var/obj/item/weapon/guardian_bomb/B = new /obj/item/weapon/guardian_bomb(get_turf(A))
  			src << "<span class='danger'><B>Success! Bomb armed!</span></B>"
  			bomb_cooldown = world.time + 400
  			B.spawner = src
  			B.disguise (A)
  		else
  			src << "<span class='danger'><B>Your powers are on cooldown! You must wait 40 seconds between bombs.</span></B>"
  
  /obj/item/weapon/guardian_bomb
  	name = "bomb"
  	desc = "You shouldn't be seeing this!"
  	var/obj/stored_obj
  	var/mob/living/spawner
  
  
  
  /obj/item/weapon/guardian_bomb/proc/disguise(var/obj/A)
  	A.loc = src
  	stored_obj = A
  	name = A.name
  	desc = A.desc
  	icon = A.icon
  	icon_state = A.icon_state
  	overlays = A.overlays
  	anchored = A.anchored
  	density = A.density
  	pixel_y = A.pixel_y
  	pixel_x = A.pixel_x
  	spawn(600)
  		stored_obj.loc = get_turf(src.loc)
  		spawner << "<span class='danger'><B>Failure! Your trap didn't catch anyone this time.</span></B>"
  		qdel(src)
  
  /obj/item/weapon/guardian_bomb/proc/detonate(var/mob/living/user)
  	user << "<span class='danger'><B>The [src] was boobytrapped!</span></B>"
  	spawner << "<span class='danger'><B>Success! Your trap caught [user]</span></B>"
  	stored_obj.loc = get_turf(src.loc)
  	playsound(get_turf(src),'sound/effects/Explosion2.ogg', 200, 1)
  	user.ex_act(2)
  	qdel(src)
  
  /obj/item/weapon/guardian_bomb/attackby(mob/living/user)
  	detonate(user)
  	return
  
  /obj/item/weapon/guardian_bomb/pickup(mob/living/user)
  	detonate(user)
  	return
  
  /obj/item/weapon/guardian_bomb/examine(mob/user)
  	stored_obj.examine(user)
  	if(get_dist(user,src)<=2)
  		user << "<span class='notice'>Looks odd!</span>"
  
  
  
  
  
  
  
  
  
  
  
  