anchor.diff:  		var/servant_message = "It is at [health]/[max_health] integrity"
   		var/other_message = "It seems pristine and undamaged"
   		var/heavily_damaged = FALSE
  -		switch(health/max_health)
  +		switch(health/max_health * 100)
   			if(100)
   				other_message = "It seems pristine and undamaged"
   			if(100 to 60)
  
positive.code: 	var/damage_per_tick = 3
  	var/sight_range = 3
  	var/mob/living/target
  
  /obj/structure/clockwork/ocular_warden/New()
  	..()
  
negative.code: 
  /obj/structure/clockwork/ocular_warden/examine(mob/user)
  	..()
  	user << "<span class='brass'>[target ? "<b>It's fixated on [target]!</b>" : "Its gaze is wandering aimlessly."]</span>"
  
  /obj/structure/clockwork/ocular_warden/process()
  	var/list/validtargets = acquire_nearby_targets()
  	if(ratvar_awakens && (damage_per_tick == initial(damage_per_tick) || sight_range == initial(sight_range))) //Massive buff if Ratvar has returned
  		damage_per_tick = 10
  		sight_range = 5
  	if(target)
  		if(!(target in validtargets))
  			lose_target()
  		else
  			target.adjustFireLoss(!iscultist(target) ? damage_per_tick : damage_per_tick * 2) //Nar-Sian cultists take additional damage
  