anchor.diff:  		var/obj/effect/temp_visual/hierophant/chaser/C = new /obj/effect/temp_visual/hierophant/chaser(loc, src, target, chaser_speed, FALSE)
   		chaser_cooldown = world.time + initial(chaser_cooldown)
   		if((prob(anger_modifier) || target.Adjacent(src)) && target != src)
  -			var/obj/effect/temp_visual/hierophant/chaser/OC = new /obj/effect/temp_visual/hierophant/chaser(loc, src, target, chaser_speed * 1.5, FALSE)
  +			var/obj/effect/temp_visual/hierophant/chaser/OC = new(loc, src, target, chaser_speed * 1.5, FALSE)
   			OC.moving = 4
   			OC.moving_dir = pick(GLOB.cardinals - C.moving_dir)
   
  
positive.code: 							pickedtarget = target
  							if(QDELETED(pickedtarget) || (istype(pickedtarget) && pickedtarget.stat == DEAD))
  								break //main target is dead and we're out of living targets, cancel out
  						var/obj/effect/temp_visual/hierophant/chaser/C = new /obj/effect/temp_visual/hierophant/chaser(loc, src, pickedtarget, chaser_speed, FALSE)
  						C.moving = 3
  						C.moving_dir = pick_n_take(cardinal_copy)
  						sleep(8 + target_slowness)
  
negative.code: 		var/limb_to_hit = L.get_bodypart(pick("head", "chest", "r_arm", "l_arm", "r_leg", "l_leg"))
  		var/armor = L.run_armor_check(limb_to_hit, "melee", "Your armor absorbs [src]!", "Your armor blocks part of [src]!", 50, "Your armor was penetrated by [src]!")
  		L.apply_damage(damage, BURN, limb_to_hit, armor)
  		if(ishostile(L))
  			var/mob/living/simple_animal/hostile/H = L //mobs find and damage you...
  			if(H.stat == CONSCIOUS && !H.target && H.AIStatus != AI_OFF && !H.client)
  				if(!QDELETED(caster))
  					if(get_dist(H, caster) <= H.aggro_vision_range)
  						H.FindTarget(list(caster), 1)
  					else
  						H.Goto(get_turf(caster), H.move_to_delay, 3)
  		if(monster_damage_boost && (ismegafauna(L) || istype(L, /mob/living/simple_animal/hostile/asteroid)))
  			L.adjustBruteLoss(damage)
  		add_logs(caster, L, "struck with a [name]")
  	for(var/obj/mecha/M in T.contents - hit_things) //also damage mechs.
  		hit_things += M
  		if(M.occupant)
  			if(friendly_fire_check && caster && caster.faction_check_mob(M.occupant))
  