anchor.diff:  	friendly = "quietly assesses"
   	melee_damage_lower = 10
   	melee_damage_upper = 10
  -	damage_transfer = 1.2
  +	damage_transfer = 1
   	projectiletype = /obj/item/projectile/guardian
   	ranged_cooldown_cap = 0
   	projectilesound = 'sound/effects/hit_on_shattered_glass.ogg'
  
positive.code: 			G.attacktext = "swarms"
  			G.speak_emote = list("chitters")
  
  
  
  /obj/item/weapon/guardiancreator/choose
  	random = FALSE
  
  
negative.code: 	var/picked_color = randomColor(0)
  	switch(gaurdiantype)
  
  		if("Chaos")
  			pickedtype = /mob/living/simple_animal/hostile/guardian/fire
  
  		if("Standard")
  			pickedtype = /mob/living/simple_animal/hostile/guardian/punch
  
  		if("Ranged")
  			pickedtype = /mob/living/simple_animal/hostile/guardian/ranged
  
  		if("Support")
  			pickedtype = /mob/living/simple_animal/hostile/guardian/healer
  
  		if("Explosive")
  			pickedtype = /mob/living/simple_animal/hostile/guardian/bomb
  