anchor.diff:  	if(istype(AM, /mob/living/))
   		var/mob/living/M = AM
   		if(AM != src.summoner)
  -			M.adjust_fire_stacks(10)
  +			M.adjust_fire_stacks(7)
   			M.IgniteMob()
   
  +/mob/living/simple_animal/hostile/guardian/fire/Bumped(AM as mob|obj)
  +	if(istype(AM, /mob/living/))
  +		var/mob/living/M = AM
  +		if(AM != src.summoner)
  +			M.adjust_fire_stacks(7)
  +			M.IgniteMob()
   //Standard
   
   /mob/living/simple_animal/hostile/guardian/punch
  
positive.code: 
  /mob/living/simple_animal/hostile/guardian/fire
  	a_intent = "help"
  	melee_damage_lower = 15
  	melee_damage_upper = 15
  	attack_sound = 'sound/items/Welder.ogg'
  	attacktext = "sears"
  	damage_transfer = 0.7
  	range = 10
  	playstyle_string = "As a Chaos type, you have only light damage resistance, but will ignite any enemy you bump into. In addition, your melee attacks will randomly teleport enemies."
  	environment_smash = 1
  	magic_fluff_string = "..And draw the Wizard, bringer of endless chaos!"
  	tech_fluff_string = "Boot sequence complete. Crowd control modules activated. Holoparasite swarm online."
  	bio_fluff_string = "Your scarab swarm finishes mutating and stirs to life, ready to sow havoc at random."
  	pass_flags = PASSMOB
  
  /mob/living/simple_animal/hostile/guardian/fire/Life() //Dies if the summoner dies
  	..()
  
negative.code: 	..()
  	new /obj/item/weapon/guardiancreator/tech/choose(src)
  	new /obj/item/weapon/paper/guardian(src)
  	return
  