anchor.diff:  	if(!input) return
   
   	for(var/mob/M in mob_list)
  -		if(M == src.summoner || (M in dead_mob_list))
  +		if(M == summoner || (M in dead_mob_list))
   			M << "<span class='boldannounce'><i>[src]:</i> [input]</span>"
   	src << "<span class='boldannounce'><i>[src]:</i> [input]</span>"
   	log_say("[src.real_name]/[src.key] : [input]")
  
positive.code: 
  
  /mob/living/simple_animal/hostile/guardian/adjustBruteLoss(amount) //The spirit is invincible, but passes on damage to the summoner
  	var/damage = amount * src.damage_transfer
  	if (src.summoner)
  		if(src.loc == summoner)
  			return
  		src.summoner.adjustBruteLoss(damage)
  		if(damage)
  			src.summoner << "<span class='danger'><B>Your [src.name] is under attack! You take damage!</span></B>"
  			src.summoner.visible_message("<span class='danger'>Blood sprays from [summoner] as [src] takes damage!</span>")
  		if(src.summoner.stat == UNCONSCIOUS)
  			src.summoner << "<span class='danger'><B>Your body can't take the strain of sustaining [src.name] in this condition, it begins to fall apart!</span></B>"
  			src.summoner.adjustCloneLoss(damage/2)
  
  /mob/living/simple_animal/hostile/guardian/ex_act(severity, target)
  	switch (severity)
  
negative.code: 	set desc = "Return to your summoner."
  	if(cooldown > world.time)
  		return
  	loc = summoner
  	buckled = null
  	cooldown = world.time + 30
  
  