anchor.diff:  					return
   
   				if(Effect(p))
  -					if(Consume())
  -						p.Resort_Stacking_Inv()
  +					Consume()
   			else
   				..()
   
  
positive.code: 			tier
  			soil
  			water
  			tmp/wait
  
  		New()
  			..()
  
  			tier  = rand(1, 3)
  			soil  = tier * 50 * (11 - tier) / 10
  			water = tier * 25 * (11 - tier) / 10
  
  			transform = matrix() * 0.5
  
  		Attacked(obj/projectile/p)
  			set waitfor = 0
  
negative.code: 				i = new i (loc)
  				i.stack = rand(2, 4) * tier
  				i.UpdateDisplay()
  				i.prizeDrop(ownerCkey, protection=600, decay=FALSE)
  				loc = null
  
  			else if(animate && pixel_x == 0)
  