anchor.diff:  
   /obj/item/clothing/suit/armor/reactive/stealth
   	name = "reactive stealth armor"
  -	desc = "An experimental suit of armor that renders the wearer invisible on detection of imminent harm. You can't fight what you can't see."
  +	desc = "An experimental suit of armor that renders the wearer invisible on detection of imminent harm, and creates a decoy that runs away from the owner. You can't fight what you can't see."
   
   /obj/item/clothing/suit/armor/reactive/stealth/hit_reaction(mob/living/carbon/human/owner, attack_text)
   	if(!active)
  
positive.code: 		return 1
  	return 0
  
  /obj/item/clothing/suit/armor/reactive/teleport/emp_act(severity)
  	..()
  	reactivearmor_cooldown_duration = world.time + 200
  
  /obj/item/clothing/suit/armor/reactive/fire
  	name = "reactive incendiary armor"
  	desc = "An experimental suit of armor with a reactive sensor array rigged to a flame emitter. For the stylish pyromaniac."
  
negative.code: 		return 0
  	if(prob(hit_reaction_chance))
  		if(world.time < reactivearmor_cooldown)
  			owner.visible_message("<span class='danger'>The reactive incendiary armor on [owner] activates, but fails to send out flames as it is still recharging its flame jets!</spawn>")
  			return
  		owner.visible_message("<span class='danger'>The [src] blocks the [attack_text], sending out jets of flame!</span>")
  		for(var/mob/living/carbon/C in range(6, owner))
  