anchor.diff:  
       Shop(Player this.player, Element this.inventoryContainer, Element this.pawnContainer, this.quipDiv, List<Item> items) {
           slurpItemsIntoInventory(items);
  +        renderPlayerSylladex();
       }
   
       //gets it off screen and removes from self
  
positive.code:   @override
    void renderTransactButton() {
        ButtonElement button = new ButtonElement();
        int cost = (item.rank * 5).round();
  
        button.setInnerHtml("Sell For ${cost} Grist?");
        button.classes.add("transactButton");
        shop.quipDiv.append(button);
        button.onClick.listen((e) {
            Achievement.addGrist(cost);
            player.sylladex.remove(item);
            shop.addItemToInventory(item);
            shop.renderPlayerSylladex();
        });
    }
  }
  
negative.code:       shop.quipDiv.append(button);
        if(cost.abs() <= Achievement.grist) {
            button.onClick.listen((e) {
                Random rand = new Random();
                Achievement.addGrist(cost);
                player.sylladex.add(item);
                //shop.removeItemFromInventory(this); no once it's in inventory it lives there.
                shop.renderPlayerSylladex();
                shop.quipDiv.setInnerHtml(rand.pickFrom(initialQuips));
            });
        }else {
          button.disabled = true;
  