anchor.diff:  
   /obj/item/clothing/suit/armor/reactive/fire
   	name = "reactive incendiary armor"
  -
  +	desc = "An experimental suit of armor with a reactive sensor array rigged to a flame emitter. For the stylish pyromaniac."
   
   /obj/item/clothing/suit/armor/reactive/fire/hit_reaction(mob/living/carbon/human/owner, attack_text)
   	if(!active)
   		return 0
   	if(prob(hit_reaction_chance))
  +		if(world.time < reactivearmor_semicd)
  +			owner.visible_message("<span class='danger'>The reactive incendiary armor on [owner] is still recharging its flame emitters and fails to activate!</spawn>")
  +			return
   		owner.visible_message("<span class='danger'>The [src] blocks the [attack_text], sending out jets of flame!</span>")
   		for(var/mob/living/carbon/C in range(6, owner))
   			if(C != owner)
   				C.fire_stacks += 8
   				C.IgniteMob()
   		owner.fire_stacks = -20
  +		reactivearmor_semicd = world.time + reactivearmor_cooldown
   		return 1
   	return 0
   
   
   /obj/item/clothing/suit/armor/reactive/stealth
   	name = "reactive stealth armor"
  +	desc = "An experimental suit of armor that renders the wearer invisible on detection of imminent harm. You can't fight who you can't see."
   
   /obj/item/clothing/suit/armor/reactive/stealth/hit_reaction(mob/living/carbon/human/owner, attack_text)
   	if(!active)
   		return 0
   	if(prob(hit_reaction_chance))
  +		if(world.time < reactivearmor_semicd)
  +			owner.visible_message("<span class='danger'>The reactive stealth system on [owner] is still recharging its holographic emitters!</spawn>")
  +			return
   		var/mob/living/simple_animal/hostile/illusion/escape/E = new(owner.loc)
   		E.Copy_Parent(owner, 50)
   		E.GiveTarget(owner) //so it starts running right away
  
positive.code: 			return
  		H.forceMove(picked)
  		H.rad_act(rad_amount)
  		reactivearmor_cooldown = world.time + 100
  		return 1
  	return 0
  
  
negative.code: 	name = "reactive armor"
  	desc = "Doesn't seem to do much for some reason."
  	var/active = 0
  	var/reactivearmor_cooldown = 100 //cooldown specific to reactive armor
  	var/reactivearmor_semicd = 0
  	icon_state = "reactiveoff"
  	item_state = "reactiveoff"
  	blood_overlay_type = "armor"
  