anchor.diff:  							attacker_controller.visible_message("<span class='boldwarning'> ...and lands a CRIPPLING BLOW! </span>", \
   																"<span class='boldwarning'> ...and you land a CRIPPLING blow on [name]! </span>", null, COMBAT_MESSAGE_RANGE)							
   
  -				if(3) //both lose
  +				if(4) //both lose
   					attacker.SpinAnimation(5, 0)
   					SpinAnimation(5, 0)
   					combat_health--
  
positive.code: 															"<span class='danger'> [attacker.name]'s attack deflects off of [name]. </span>", \
  															"<span class='hear'> You hear hard plastic bouncing off hard plastic.</span>", COMBAT_MESSAGE_RANGE)
  
  				if(5 to 6) //defender wins
  					if(combat_health <= round(max_combat_health/3) && special_attack_cooldown == 0) //if health is less than 1/3 and special off CD, use it
  						special_attack_charged = TRUE
  						referee.visible_message("<span class='danger'> [name] begins charging his special attack!! </span>", \
  												"<span class='danger'> You begin charging [name]'s special attack! </span>")
  					else //just attack 
  						SpinAnimation(5, 0)
  						playsound(src, 'sound/mecha/mechstep.ogg', 20, TRUE)
  						attacker.combat_health--
  						referee.visible_message("<span class='danger'> [name] smashes [attacker.name]! </span>", \
  												"<span class='danger'> You smash [name] into [attacker.name]! </span>", \
  
negative.code: 	/// What type of special attack they use - SPECIAL_ATTACK_DAMAGE, SPECIAL_ATTACK_HEAL, SPECIAL_ATTACK_UTILITY, SPECIAL_ATTACK_OTHER
  	var/special_attack_type = 0	
  	/// What message their special move gets on examining
  	var/special_attack_type_message = ""
  	/// The battlecry when using the special attack
  	var/special_attack_cry = "*flip"
  	/// Current cooldown of their special attack
  