anchor.diff:  							target = null
   							p.Death_Check(summoner)
   						else
  -							HP -= p.level
  +							HP -= (p.Dmg + p.clothDmg + p.Slayer.level)*2
   							if(HP <= 0)	break
   
   							if(hpbar)
  
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: 					step_to(src, target, 1)
  
  					if(isplayer(target))
  						delay = 4
  					else
  						delay = 2
  
  