anchor.diff:  
   				else if(istype(i3, /obj/items/crystal/soul))
   					chance -= 40
  -					prize = pick(/obj/items/weather_stone/sun, /obj/items/weather_stone/rain, /obj/items/weather_stone/acid, /obj/items/weather_stone/snow)
  +					prize = pick(/obj/items/weather/sun, /obj/items/weather/rain, /obj/items/weather/acid, /obj/items/weather/snow)
   
   				else if(istype(i3, /obj/items/wearable/))
   
  
positive.code: 		luck = 5
  		ignoreItem = TRUE
  
  obj/items/weather_stone
  	var/tmp/inUse = FALSE
  	var/effect
  
  
negative.code: 			..()
  
  	proc/effect(mob/Player/p, weather_effect)
  
  		if(!(p.loc && (istype(p.loc.loc, /area/outside) || istype(p.loc.loc, /area/newareas/outside))))
  			p << errormsg("You can only use this outside.")
  			return
  
  		if(inUse) return
  		inUse = TRUE
  
  