anchor.diff:              if (this.isActive()) { //modify me
                   this.modifyAssociatedStat(powerBoost, stat);
               } else { //modify others.
  -                player.modifyAssociatedStat(powerBoost, stat);
  +                target.modifyAssociatedStat(powerBoost, stat);
               }
           }
       }
   
       @override
  -    void interactionEffect(GameEntity player) {
  -        this.associatedStatsInteractionEffect(player);
  +    void interactionEffect(GameEntity target) {
  +        this.associatedStatsInteractionEffect(target);
   
           //no longer do this seperate. if close enough to modify with powers, close enough to be...closer.
  -        Relationship r1 = this.getRelationshipWith(player);
  +        Relationship r1 = this.getRelationshipWith(target);
           if (r1 != null) {
               r1.moreOfSame();
           }
  
positive.code:         powerBoost = this.modPowerBoostByClass(powerBoost, stat);
          if (this.class_name == "Rogue" || this.class_name == "Thief") {
              powerBoost = 3 * powerBoost; //make up for how shitty your boost is for increasePower, THIS is how you are supposed to level.
              player.modifyAssociatedStat((-1 * powerBoost), stat);
              if (this.isActive()) { //modify me
                  this.modifyAssociatedStat(powerBoost, stat);
              } else { //modify others.
  
negative.code:         return this.class_name == "Prince" || this.class_name == "Bard" || this.class_name == "Witch" || this.class_name == "Sylph" || this.class_name == "Rogue" || this.class_name == "Thief";
      }
  
      //IMPORTANT, THE WHOLE POINT OF INTERACTION IS YOU CAN STEAL FROM ENEMIES *OR* ALLIES
      //SO TAKE IN A GAMEENTITY HERE.
      void associatedStatsInteractionEffect(GameEntity target) {
          if (this.hasInteractionEffect()) { //don't even bother if you don't have an interaction effect.
              for (num i = 0; i < this.associatedStats.length; i++) {
                  this.processStatInteractionEffect(target, this.associatedStats[i]);
              }
          }
      }
  
      void processStatInteractionEffect(GameEntity target, AssociatedStat stat) {
          num powerBoost = this.getStat("power") / 20;
          if (this.class_name == "Witch" || this.class_name == "Sylph") {
              powerBoost = powerBoost * 2; //sylph and witch get their primary boost here, so make it a good one.;
  