anchor.diff:  
   
   
  -WorldData/var/tmp/baseChance = 0.015+WorldData/var/tmp/baseChance = 0.015
  +
  +
  +/*
  +mob/Player
  +
  +	var/tmp
  +		displayStats = 0
  +
  +	verb/TestMe()
  +		set hidden = 1
  +		displayStats = 0
  +	verb/TestMe2()
  +		set waitfor = 0
  +		set hidden = 1
  +		if(displayStats) return
  +		displayStats = 1
  +		while(displayStats)
  +			sleep(5)
  +
  +			var/count = 1
  +
  +			src << output({"Name: [name]
  +Year: [Year]
  +House: [House]
  +Level: [level]
  +HP: [HP]/[MHP]
  +MP: [MP]/[MMP]
  +Damage: [Dmg] ([Dmg - (level + 4)])
  +Defense: [Def] ([(Def - (level + 4))/3])
  +Cooldown Reduction: [round(1000 - cooldownModifier*1000, 1)/10]%
  +MP Regeneration: [50 + round(level/10)*2 + MPRegen]
  +
  +---Skills---"}, "grid3:1,[count++]")
  +
  +			if(Fire)
  +				var/percent = round((Fire.exp / Fire.maxExp) * 100)
  +				var/obj/o = mousehelper["Fire"]
  +				o.name = "Fire   Level: [Fire.level]   Exp: [comma(Fire.exp)]/[comma(Fire.maxExp)] ([percent]%)"
  +
  +				src << output(o, "grid3:1,[count++]")
  +			if(Earth)
  +				var/percent = round((Earth.exp / Earth.maxExp) * 100)
  +				var/obj/o = mousehelper["Earth"]
  +				o.name = "Earth   Level: [Earth.level]   Exp: [comma(Earth.exp)]/[comma(Earth.maxExp)] ([percent]%)"
  +
  +				src << output(o, "grid3:1,[count++]")
  +			if(Water)
  +				var/percent = round((Water.exp / Water.maxExp) * 100)
  +				var/obj/o = mousehelper["Water"]
  +				o.name = "Water   Level: [Water.level]   Exp: [comma(Water.exp)]/[comma(Water.maxExp)] ([percent]%)"
  +
  +				src << output(o, "grid3:1,[count++]")
  +			if(Ghost)
  +				var/percent = round((Ghost.exp / Ghost.maxExp) * 100)
  +				var/obj/o = mousehelper["Ghost"]
  +				o.name = "Ghost   Level: [Ghost.level]   Exp: [comma(Ghost.exp)]/[comma(Ghost.maxExp)] ([percent]%)"
  +
  +				src << output(o, "grid3:1,[count++]")
  +			if(animagusState && Animagus)
  +				var/percent = round((Animagus.exp / Animagus.maxExp) * 100)
  +				var/obj/o = mousehelper["Animagus"]
  +				o.name = "Animagus   Level: [Animagus.level]   Exp: [comma(Animagus.exp)]/[comma(Animagus.maxExp)] ([percent]%)"
  +
  +				src << output(o, "grid3:1,[count++]")
  +			if(Gathering)
  +				var/percent = round((Gathering.exp / Gathering.maxExp) * 100)
  +				var/obj/o = mousehelper["Gathering"]
  +				o.name = "Gathering   Level: [Gathering.level]   Exp: [comma(Gathering.exp)]/[comma(Gathering.maxExp)] ([percent]%)"
  +
  +				src << output(o, "grid3:1,[count++]")
  +			if(Taming)
  +				var/percent = round((Taming.exp / Taming.maxExp) * 100)
  +				var/obj/o = mousehelper["Taming"]
  +				o.name = "Taming   Level: [Taming.level]   Exp: [comma(Taming.exp)]/[comma(Taming.maxExp)] ([percent]%)"
  +
  +				src << output(o, "grid3:1,[count++]")
  +			if(Alchemy)
  +				var/percent = round((Alchemy.exp / Alchemy.maxExp) * 100)
  +				var/obj/o = mousehelper["Alchemy"]
  +				o.name = "Alchemy   Level: [Alchemy.level]   Exp: [comma(Alchemy.exp)]/[comma(Alchemy.maxExp)] ([percent]%)"
  +
  +				src << output(o, "grid3:1,[count++]")
  +			if(Slayer)
  +				var/percent = round((Slayer.exp / Slayer.maxExp) * 100)
  +				var/obj/o = mousehelper["Slayer"]
  +				o.name = "Slayer   Level: [Slayer.level]   Exp: [comma(Slayer.exp)]/[comma(Slayer.maxExp)] ([percent]%)"
  +
  +				src << output(o, "grid3:1,[count++]")
  +			if(Summoning)
  +				var/percent = round((Summoning.exp / Summoning.maxExp) * 100)
  +				var/obj/o = mousehelper["Summoning"]
  +				o.name = "Summoning   Level: [Summoning.level]   Exp: [comma(Summoning.exp)]/[comma(Summoning.maxExp)] ([percent]%)"
  +
  +				src << output(o, "grid3:1,[count++]")
  +			if(Spellcrafting)
  +				var/percent = round((Spellcrafting.exp / Spellcrafting.maxExp) * 100)
  +				var/obj/o = mousehelper["Spellcrafting"]
  +				o.name = "Spellcrafting   Level: [Spellcrafting.level]   Exp: [comma(Spellcrafting.exp)]/[comma(Spellcrafting.maxExp)] ([percent]%)"
  +
  +				src << output(o, "grid3:1,[count++]")
  +			if(TreasureHunting)
  +				var/percent = round((TreasureHunting.exp / TreasureHunting.maxExp) * 100)
  +				var/obj/o = mousehelper["TreasureHunting"]
  +				o.name = "Treasure Hunting   Level: [TreasureHunting.level]   Exp: [comma(TreasureHunting.exp)]/[comma(TreasureHunting.maxExp)] ([percent]%)"
  +
  +				src << output(o, "grid3:1,[count++]")
  +
  +		//	src << output("", "grid3:1,[count++]")
  +
  +
  +			if(level >= lvlcap && rankLevel)
  +				var/percent = round((rankLevel.exp / rankLevel.maxExp) * 100)
  +				src << output("Experience Rank:   [rankLevel.level]   Exp: [comma(rankLevel.exp)]/[comma(rankLevel.maxExp)] ([percent]%)", "grid3:1,[count++]")
  +			else
  +				var/percent = round((Exp / Mexp) * 100)
  +				src << output("EXP:   [comma(src.Exp)]/[comma(src.Mexp)] ([percent]%)", "grid3:1,[count++]")
  +			if(wand && (wand.exp + wand.quality > 0))
  +				var/maxExp = MAX_WAND_EXP(wand)
  +				var/percent = round((wand.exp / maxExp) * 100)
  +				src << output("Wand:   Level: [wand.quality]   Exp: [comma(wand.exp)]/[comma(maxExp)] ([percent]%)", "grid3:1,[count++]")
  +
  +			if(pet)
  +				if(pet.item.exp + pet.item.quality > 0)
  +					var/maxExp = MAX_PET_EXP(pet.item)
  +					var/percent = round((pet.item.exp / maxExp) * 100)
  +					var/hap = min(round(pet.stepCount / 10, 1), 100)
  +					src << output("[pet.name]: Level: [pet.item.quality]   Exp: [comma(pet.item.exp)]/[comma(maxExp)] ([percent]%)\nHappiness: [hap]%", "grid3:1,[count++]")
  +				else
  +					var/percent = min(round(pet.stepCount / 10, 1), 100)
  +					src << output("[pet.name]: Happiness: [percent]%", "grid3:1,[count++]")
  +
  +			src << output({"Stat points: [StatPoints]
  +Spell points: [spellpoints]
  +Threads: [threads]"}, "grid3:1,[count++]")
  +
  +			if(learning)
  +				src << output("Learning: [learning.name]\nUses required: [learning.uses]", "grid3:1,[count++]")*/
  +
  
positive.code: 
  mob/Player/verb/ToggleFPS()
  	set category = null
  	if(client.fps == 30)
  		client.fps = 10
  		client.glide_size = 0
  		GLIDE = 0
  	else
  		client.fps = 30
  		client.glide_size = 32
  		GLIDE = 32
  	src << infomsg("FPS set to [client.fps].")
  
negative.code: 
  
  /*client
  	fps = 50
  	glide_size = 32
  
  mob/Player
  