anchor.diff:  						w.prizeDrop(killer.ckey, 300)
   				else
   					if(killer.findStatusEffect(/StatusEffect/Lamps/Farming))
  -						chance *= 5
  +						chance *= 6
   
   					if(prob(chance))
   						if(defaultColor == "rand")
  
positive.code: 						if(t)
  							chance *= t.factor
  
  					if(prob(chance * 8))
  						var/obj/items/wearable/pets/w = new spawnType (loc)
  						if(isShiny)
  							w.function |= PET_SHINY|PET_LIGHT
  
negative.code: 
  		appearance = c.appearance
  		level      = p.level + rand(0, 50)
  		extraDmg   = round((p.extraDef + p.clothDef)/2 + p.extraDmg + p.clothDmg)
  
  	MapInit()
  		set waitfor = 0
  		calcStats()
  		sleep(2)
  		state()
  
  	Death(mob/Player/killer)
  		var/area/a = loc.loc
  
  		if(a && a.undead > 1)
  			a.undead--