anchor.diff:  		this.playerList = playerList;
   		for(num i = 0; i<playerList.length; i++){  //can happen even after death, because why not?
   			var p = playerList[i];
  -			if(p.leveledTheHellUp && p.level_index < p.mylevels.length){
  +			if(p.leveledTheHellUp && p.level_index < (p.mylevels.length-1)){ //don't level up if max level (-2 cuz this will increase level by 1)'
   				return true;
   			}
   		}
  
positive.code: 		var narrationDiv = querySelector("#narration"+divID);
  		//different format for canvas code
  
  		if(levelName){
  			narration += " The " + player.htmlTitle();
  
  			narration += " skyrockets up the ECHELADDER to a new rung: " + levelName;
  			narration +=	" and earns " + boonies + ". ";
  		}
      appendHtml(narrationDiv, narration);
  		if(levelName &&!player.godTier){
  				String canvasHTML = "<br><canvas id='canvas" + divID+"' width='" +canvasWidth.toString() + "' height="+canvasHeight.toString() + "'>  </canvas>";
  				appendHtml(div, canvasHTML);
  			  var canvasDiv = querySelector("#canvas"+ divID);
  				drawLevelUp(canvasDiv, player);
  		}else if(levelName && player.godTier){
  			//god tier has to be taller.
  			String canvasHTML = "<br><canvas id='canvas" + divID+"' width='" +1000.toString() + "' height="+572.toString() + "'>  </canvas>";
        appendHtml(div, canvasHTML);
  
negative.code: 			denomination = " BOONBUCKS";
  		}
  		num += (rand.nextDouble()*75).floor();
  		return num.toString() + denomination;
  	}
  	void renderForPlayer(Element div, Player player){
  		String levelName = player.getNextLevel(); //could be undefined
  		if(levelName == null){
  			print("Scratched is:  Player has AAAAAAAALL the levels. All of them. " + this.session.session_id.toString());
  			return; //don't make a blank div
  		}
  		var boonies = this.getBoonies(player);
  