anchor.diff:  					return_to_host()
   				else
   					speed = 4
  -					melee_damage_lower = 1
  -					melee_damage_upper = 1
  +					melee_damage_lower = 2
  +					melee_damage_upper = 2
   					attacktext = "taps"
   
   
  
positive.code: 	. = ..()
  	if(!ratvar_awakens && amount > 0) //if ratvar is up we ignore movement delay
  		if(movement_delay_time > world.time)
  			movement_delay_time = movement_delay_time + amount*3
  		else
  			movement_delay_time = world.time + amount*3
  
  /mob/living/simple_animal/hostile/clockwork/fragment/updatehealth()
  	..()
  
negative.code: 		stat(null, "Current True Name: [true_name]")
  		stat(null, "Host: [host ? host : "NONE"]")
  		if(host)
  			var/resulthealth = round((host.health / host.maxHealth) * 100, 0.5)
  			if(iscarbon(host))
  				resulthealth = round((abs(config.health_threshold_dead - host.health) / abs(config.health_threshold_dead - host.maxHealth)) * 100)
  			stat(null, "Host Health: [resulthealth]%")
  			if(ratvar_awakens)
  				stat(null, "You are [recovering ? "un" : ""]able to deploy!")
  