anchor.diff:  					Snowman
   						icon = 'Snowman.dmi'
   						name = "The Evil Snowman"
  -						HPmodifier = 10
  -						DMGmodifier = 0.5
  +						HPmodifier = 12
  +						DMGmodifier = 0.8
   						layer = 5
   						MoveDelay = 3
   						AttackDelay = 2
  
positive.code: 			proc
  				getStateLag(var/i_State)
  					if(state == WANDER)   return 15
  					if(state == SEARCH)   return 15
  					if(state == HOSTILE)  return max(MoveDelay, 1)
  					if(state == CONTROLLED) return 12
  					return 1
  
negative.code: 					icon_state = "spider"
  					level = 700
  					MoveDelay = 1
  					AttackDelay = 3
  					Range = 20
  					HPmodifier = 1.4
  					DMGmodifier = 0.8
  
  					Death()
  						emit(loc    = loc,
  