anchor.diff:  					SpinAnimation(5, 0)
   					combat_health--
   					attacker.combat_health--
  +					do_sparks(3, FALSE, src)
  +					do_sparks(3, FALSE, attacker)
   					if(prob(50))
   						referee.visible_message("<span class='danger'> [attacker.name] and [name] clash dramatically, causing sparks to fly! </span>", \
   												"<span class='danger'> [attacker.name] and [name] clash dramatically, causing sparks to fly! </span>", \
  
positive.code: 	verb_yell = "beeps"
  	/// Timer when it'll be off cooldown
  	var/timer = 0
  	/// Cooldown between play sessions - 4x longer after a battle
  	var/cooldown = 25
  	/// If it makes noise when played with
  	var/quiet = FALSE
  
negative.code: 	switch(special_attack_type)
  		if(SPECIAL_ATTACK_DAMAGE) //+2 damage
  			victim.combat_health-=2
  			playsound(src, 'sound/weapons/marauder.ogg', 20, TRUE)
  		if(SPECIAL_ATTACK_HEAL) //+2 healing
  			combat_health+=2
  			playsound(src, 'sound/mecha/mech_shield_raise.ogg', 20, TRUE)
  		if(SPECIAL_ATTACK_UTILITY) //+1 heal, +1 damage
  			victim.combat_health--
  			combat_health++
  			playsound(src, 'sound/mecha/mechmove01.ogg', 20, TRUE)
  		if(SPECIAL_ATTACK_OTHER) //other
  			superSpecialAttack(victim)
  		else
  