anchor.diff:  		return
   		
   	if(timer < world.time)
  -		timer = world.time + cooldown*4
  +		timer = world.time + cooldown*8
   	else
   		to_chat(referee, "<span class='notice'>[name] isn't ready for battle.</span>")
   		return
   
   	if(attacker.timer < world.time)
  -		attacker.timer = world.time + cooldown*4
  +		attacker.timer = world.time + cooldown*8
   	else
   		to_chat(referee, "<span class='notice'>[attacker.name] isn't ready for battle.</span>")
   		opponent?.to_chat(opponent, "<span class='notice'>[attacker.name] isn't ready for battle.</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: 															"<span class='danger'> You begin charging [attacker.name]'s special attack! </span>")
  					else //just attack 
  						attacker.SpinAnimation(5, 0)
  						playsound(attacker, 'sound/mecha/mechstep.ogg', 20, TRUE)
  						combat_health--
  						attacker_controller.visible_message("<span class='danger'> [attacker.name] devastates [name]! </span>", \
  															"<span class='danger'> You ram [attacker.name] into [name]! </span>", \
  															"<span class='hear'> You hear hard plastic smacking hard plastic.</span>", COMBAT_MESSAGE_RANGE)
  						if(prob(5))
  							combat_health--
  							playsound(src, 'sound/effects/meteorimpact.ogg', 20, TRUE)
  							attacker_controller.visible_message("<span class='boldwarning'> ...and lands a CRIPPLING BLOW! </span>", \
  																"<span class='boldwarning'> ...and you land a CRIPPLING blow on [name]! </span>", null, COMBAT_MESSAGE_RANGE)							
  
  