anchor.diff:  				     speed  = 2,
   				     life   = new /Random(15,25))
   
  -			p.owner << "Your [p] does [p.damage] damage to [src]."
  -
  -			HP -= p.damage
  +			p.owner << "Your [p] does [dmg] damage to [src]."
  +
  +			HP -= dmg
   
   			var/tmp_ekills = p.owner:ekills
   			Death_Check(p.owner)
  
positive.code: 
  		if(isplayer(p.owner))
  
  			if(p.icon_state == "blood")
  				p.damage += round(p.damage / 10, 1)
  			else if(element && p.element)
  				if(element == p.element)
  					p.damage -= round(p.damage / 10, 1)
  
  				else if(element == FIRE && p.element == WATER)
  					p.damage += round(p.damage / 2, 1)
  
  				else if((element & (EARTH|FIRE)) && (p.element & (WATER|GHOST)))
  					p.damage += round(p.damage / 10, 1)
  
  				else if((element & WATER))
  					if(p.element & EARTH)
  						p.damage += round(p.damage / 10, 1)
  					else if(p.element & FIRE)
  						p.damage += round(p.damage / 2, 1)
  
  			if(canBleed)
  				var/n = dir2angle(get_dir(src, p))
  
negative.code: 			else
  				src << "[p.owner] hit you for [p.damage] with their [p]."
  
  		var/dmg = p.damage
  
  		if(p.element == FIRE)
  			dmg -= round(Fire.level / 2)
  
  		else if(p.element == WATER)
  			dmg -= round(Water.level / 2)
  
  		else if(p.element == EARTH)
  			dmg -= round(Earth.level / 2)
  
  		else if(p.element == GHOST)
  			dmg -= round(Ghost.level / 2)
  
  		if(dmg <= 0) return
  
  		HP -= dmg
  		updateHP()
  
  		var/n = dir2angle(get_dir(src, p))
  