anchor.diff:  					else
   						var/mob/Player/p = target
   
  -						var/dmg = round((level - 51)*0.5, 1)
  +						var/dmg = round((level - 51)*0.4, 1) - p.Slayer.level
   
   						if(target:animagusOn)
   							dmg = dmg * 0.7 - target:Animagus.level
  
positive.code: 			hpbar = null
  
  	Attacked(obj/projectile/p)
  		if(isplayer(p.owner))
  
  			var/dmg = p.damage + p.owner:Slayer.level
  
  			if(p.owner:monsterDmg > 0)
  				dmg *= 1 + p.owner:monsterDmg/100
  
  			if(p.owner == summoner)
  				dmg = round(dmg * 0.25)
  
  			var/n = dir2angle(get_dir(src, p))
  			emit(loc    = src,
  
negative.code: 							target = null
  							p.Death_Check(summoner)
  						else
  							HP -= (p.Dmg + p.clothDmg + p.Slayer.level)*2
  							if(HP <= 0)	break
  
  							if(hpbar)
  