anchor.diff:  	if(iscultist(user) || user.stat == DEAD) //If they're a cultist or a ghost, tell them the effects
   		user << "<b>Name:</b> [cultist_name]"
   		user << "<b>Effects:</b> [capitalize(cultist_desc)]"
  -		user << "<b>Required Acolytes:</b> [req_cultists]"
  +		user << "<b>Required Acolytes:</b> [req_cultists_text ? "[req_cultists_text]":"[req_cultists]"]"
   		if(req_keyword && keyword)
   			user << "<b>Keyword:</b> [keyword]"
   
  
positive.code: 
  	var/invocation = "Aiy ele-mayo!" //This is said by cultists when the rune is invoked.
  	var/req_cultists = 1 //The amount of cultists required around the rune to invoke it. If only 1, any cultist can invoke it.
  	var/rune_in_use = 0 // Used for some runes, this is for when you want a rune to not be usable when in use.
  
  	var/scribe_delay = 50 //how long the rune takes to create
  
negative.code: 		for(var/M in invokers)
  			var/mob/living/L = M
  			L.say(invocation)
  		do_invoke_glow()
  	
  /obj/effect/rune/proc/do_invoke_glow()
  	var/oldtransform = transform
  	spawn(0) //animate is a delay, we want to avoid being delayed
  		animate(src, transform = matrix()*2, alpha = 0, time = 5) //fade out
  		animate(transform = oldtransform, alpha = 255, time = 0)
  		
  /obj/effect/rune/proc/fail_invoke()
  	//This proc contains the effects of a rune if it is not invoked correctly due to  not having enough cultists. By default, it's just a basic fizzle.
  	visible_message("<span class='warning'>The markings pulse with a \
  		small flash of red light, then fall dark.</span>")
  	spawn(0) //animate is a delay, we want to avoid being delayed
  