anchor.diff:  	var/damage_mod = 1
   	var/x_slashed = text2num(modifiers[ICON_X]) || world.icon_size/2 //in case we arent called by a client
   	var/y_slashed = text2num(modifiers[ICON_Y]) || world.icon_size/2 //in case we arent called by a client
  -	new /obj/effect/temp_visual/slash(get_turf(target), target, x_slashed, y_slashed)
  +	new /obj/effect/temp_visual/slash(get_turf(target), target, x_slashed, y_slashed, slash_color)
   	if(target == previous_target?.resolve()) //if the same target, we calculate a damage multiplier if you swing your mouse around
   		var/x_mod = previous_x - x_slashed
   		var/y_mod = previous_y - y_slashed
  
positive.code: 	layer = ABOVE_ALL_MOB_LAYER
  	plane = ABOVE_GAME_PLANE
  
  /obj/effect/temp_visual/slash/Initialize(mapload, atom/target, x_slashed, y_slashed)
  	. = ..()
  	if(!target)
  		return
  
negative.code: 	slot_flags = ITEM_SLOT_BACK
  	/// Wielding status.
  	var/wielded = FALSE
  	/// The color of the slash we create
  	var/slash_color = COLOR_BLUE
  	/// Previous x position of where we clicked on the target's icon
  	var/previous_x
  	/// Previous y position of where we clicked on the target's icon
  