anchor.diff:          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";
       }
   
  -    void associatedStatsInteractionEffect(Player player) {
  +    //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(player, this.associatedStats[i]);
  -            }
  -        }
  -    }
  -
  -    void processStatInteractionEffect(Player player, AssociatedStat stat) {
  +                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.;
  
positive.code:             if (this.isActive()) { //modify me
                  this.modifyAssociatedStat(powerBoost, stat);
              } else { //modify others.
                  player.modifyAssociatedStat(powerBoost, stat);
              }
          }
      }
  
      @override
      void interactionEffect(GameEntity player) {
          this.associatedStatsInteractionEffect(player);
  
          //no longer do this seperate. if close enough to modify with powers, close enough to be...closer.
          Relationship r1 = this.getRelationshipWith(player);
          if (r1 != null) {
              r1.moreOfSame();
          }
  
negative.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.
              target.modifyAssociatedStat((-1 * powerBoost), stat);
              if (this.isActive()) { //modify me
                  this.modifyAssociatedStat(powerBoost, stat);
              } else { //modify others.
  