anchor.diff:  	attacker.in_combat = TRUE
   
   	//1.5 second cooldown * 20 = 30 second cooldown after a fight
  -	timer = world.time + cooldown*20
  -	attacker.timer = world.time + attacker.cooldown*20
  +	timer = world.time + cooldown*cooldown_multiplier
  +	attacker.timer = world.time + attacker.cooldown*attacker.cooldown_multiplier
   
   	sleep(1 SECONDS)
   	//--THE BATTLE BEGINS--
  
positive.code: 	name = "toy H.O.N.K."
  	desc = "6/13"
  	icon_state = "honktoy"
  	max_combat_health = 4
  	special_attack_type = SPECIAL_ATTACK_OTHER
  	special_attack_type_message = "puts the opposing mech's special move on cooldown and heals this mech."
  	special_attack_cry = "MEGA HORN"
  
  /obj/item/toy/prize/honk/super_special_attack(obj/item/toy/prize/victim) 
  	playsound(src, 'sound/machines/honkbot_evil_laugh.ogg', 20, TRUE)
  	victim.special_attack_cooldown = 3 //Adds cooldown to the other mech and gives a minor self heal
  	combat_health++
  
  /obj/item/toy/prize/marauder
  	name = "toy Marauder"
  	desc = "7/13"
  	icon_state = "maraudertoy"
  	max_combat_health = 7
  	special_attack_type = SPECIAL_ATTACK_DAMAGE
  	special_attack_cry = "BEAM BLAST"
  
  
negative.code: 	w_class = WEIGHT_CLASS_SMALL
  	/// Timer when it'll be off cooldown
  	var/timer = 0
  	/// Cooldown between play sessions
  	var/cooldown = 1.5 SECONDS
  	/// Cooldown multiplier after a battle (by default: battle cooldowns are 30 seconds)
  	var/cooldown_multiplier = 20
  	/// If it makes noise when played with
  	var/quiet = FALSE
  	/// TRUE = Offering battle to someone || FALSE = Not offering battle
  