anchor.diff:  				sleep(10)
   			if(p && source)
   				if(p.loc == tmploc)
  -					effect()
  +					source.effect()
   					source.loc = null
   					p.Resort_Stacking_Inv()
   				else
   					source.inUse = FALSE
  -					p << errormsg("Your attempt at changing the weather failed.")
  +					p << errormsg("The ritual failed.")
   			o.loc = null
   
   obj
  
positive.code: 						chance -= 50
  						prize = pick(/obj/items/lamps/triple_gold_lamp, /obj/items/lamps/triple_exp_lamp, /obj/items/lamps/triple_drop_rate_lamp)
  					else if(istype(i3, /obj/items/crystal/magic))
  						chance -= 60
  						prize = ignoreItem ? /obj/items/magic_stone/summoning/random : /obj/items/lamps/power_lamp
  
  				else if(istype(i3, /obj/items/wearable/))
  
negative.code: 				weather.clear()
  
  	summoning
  		circle(mob/Player/P)
  			if(currentEvents)
  				P << errormsg("You can't use this while an event is running.")
  				return
  			..(P)
  
  		random
  			name = "lucky coin"
  			icon_state = "Coin"
  			effect()
  				var/random_type = pick(/RandomEvent/TheEvilSnowman, /RandomEvent/WillytheWhisp)
  				var/RandomEvent/event = locate(random_type) in events
  				spawn() event.start()
  
  		snowman
  			name = "snowy coin"
  			icon_state = "Coin"
  			effect()
  				var/RandomEvent/TheEvilSnowman/event = locate() in events
  				spawn() event.start()
  		willy
  			name = "mysterious coin"
  			icon_state = "Coin"
  			effect()
  				var/RandomEvent/WillytheWhisp/event = locate() in events
  				spawn() event.start()
  
  	Click()
  		if(src in usr)
  