anchor.diff:  				if(cont == "no")
   					break
   		while(lentext(t) > MUSIC_MAXLINES * MUSIC_MAXLINECHARS)
  -		ParseSong(t)
  +		ParseSong(t)
   
   	else if(href_list["help"])
   		help = text2num(href_list["help"]) - 1
  
positive.code: 
  /obj/structure/piano/attackby(obj/item/O, mob/user, params)
  	if (istype(O, /obj/item/weapon/wrench))
  		if (!anchored && !isinspace())
  			playsound(src, O.usesound, 50, 1)
  			to_chat(user, "<span class='notice'> You begin to tighten \the [src] to the floor...</span>")
  			if (do_after(user, 20*O.toolspeed, target = src))
  				user.visible_message( \
  					"[user] tightens \the [src]'s casters.", \
  					"<span class='notice'>You tighten \the [src]'s casters. Now it can be played again.</span>", \
  					"<span class='italics'>You hear ratchet.</span>")
  				anchored = TRUE
  		else if(anchored)
  			playsound(src, O.usesound, 50, 1)
  			to_chat(user, "<span class='notice'> You begin to loosen \the [src]'s casters...</span>")
  			if (do_after(user, 40*O.toolspeed, target = src))
  				user.visible_message( \
  					"[user] loosens \the [src]'s casters.", \
  					"<span class='notice'>You loosen \the [src]. Now it can be pulled somewhere else.</span>", \
  
negative.code: 					//to_chat(world, "note: [note]")
  					if(!playing || shouldStopPlaying(user))//If the instrument is playing, or special case
  						playing = FALSE
  						hearers = null
  						return
  					if(!lentext(note))
  						continue
  