anchor.diff:  									walk(S, d, 2)
   									spawn(20) if(S) del S
   							sleep(AttackDelay)
  -				Death(mob/Player/killer)
  -
  -					var/rate = 1
  -
  -					if(killer.House == housecupwinner)
  -						rate += 0.25
  -
  -					var/StatusEffect/Lamps/DropRate/d = killer.findStatusEffect(/StatusEffect/Lamps/DropRate)
  -					if(d)
  -						rate *= d.rate
  -
  -					rate *= DropRateModifier
  -
  -					if(prob(0.6 * rate))
  -						new /obj/items/artifact(src.loc)
  -					else if(prob(1 * rate))
  -						var/t = pick(/obj/items/DarknessPowder, /obj/items/Whoopie_Cushion,/obj/items/U_No_Poo,/obj/items/Smoke_Pellet,/obj/items/Tube_of_fun,/obj/items/Swamp)
  -						new t(src.loc)
   
   			Troll
   				icon = 'monsters2.dmi'
  
positive.code: 					state()
  //NEWMONSTERS
  			proc/Death(mob/Player/killer)
  
  			proc/state()
  				var/lag = 10
  
negative.code: 			Gm = 1
  			monster = 1
  			NPC = 1
  
  			drops = list("0.7" = list(/obj/items/Whoopie_Cushion,
  			 			  			  /obj/items/Smoke_Pellet,
  			 			  			  /obj/items/Tube_of_fun))
  
  			var
  				const
  