anchor.diff:  						..()
   						if(!fired && target && state == HOSTILE)
   							fired = 1
  -							spawn(rand(10,20)) fired = 0
  +							spawn(50) fired = 0
   
   							var/list/dirs = list(NORTH, SOUTH, EAST, WEST, NORTHEAST, NORTHWEST, SOUTHEAST, SOUTHWEST)
   							for(var/d in dirs)
  -								castproj(icon_state = "quake", damage = Dmg + rand(-4,8), name = "rubble", cd = 0, lag = 1,Dir=d)
  +								castproj(icon_state = "quake", damage = Dmg, name = "rubble", cd = 0, lag = 1,Dir=d)
   							sleep(AttackDelay)
   
   					Attacked(obj/projectile/p)
  
positive.code: 
  			icon_state = "eye1"
  			level = 900
  			HPmodifier  = 2
  			DMGmodifier = 0.8
  			var
  				tmp/fired = 0
  				Random/cd = new(30, 50)
  
  			MoveDelay = 3
  			AttackDelay = 1
  
  			Eye_of_The_Fallen
  				level = 2400
  				cd = new(3, 6)
  				HPmodifier = 10
  
  				prizePoolSize = 2
  
negative.code: 					name = "Vampire Lord"
  					icon = 'FemaleVampire.dmi'
  					icon_state = "flying"
  					HPmodifier = 20
  					DMGmodifier = 3
  					MoveDelay = 3
  					AttackDelay = 1
  