anchor.diff:  		inUse = TRUE
   
   		var/obj/o = new(usr.loc)
  -		o.name = "weather"
  +		o.name = "magic circle"
   		o.icon='Circle_magic.dmi'
   		o.pixel_x = -65
   		o.pixel_y = -64
  
positive.code: 						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/summoning_stone : /obj/items/lamps/power_lamp
  
  				else if(istype(i3, /obj/items/wearable/))
  
  
negative.code: 		luck = 5
  		ignoreItem = TRUE
  
  obj/items/magic_stone
  	var/tmp/inUse = FALSE
  	var/effect
  
  	icon = 'trophies.dmi'
  
  	weather
  		acid
  			name = "acid stone"
  			effect = "acid"
  			icon_state = "Emerald"
  
  			effect()
  				weather.acid()
  
  		snow
  			name = "snow stone"
  			effect = "snow"
  			icon_state = "Sapphire2"
  
  			effect()
  				weather.snow()
  
  		rain
  			name = "rain stone"
  			effect = "rain"
  			icon_state = "Sapphire"
  
  			effect()
  				weather.rain()
  
  		sun
  			name = "sun stone"
  			effect = "sun"
  			icon_state = "Topaz"
  
  			effect()
  				weather.clear()
  
  	summoning
  		random
  			effect()
  				var/random_type = pick(/RandomEvent/TheEvilSnowman, /RandomEvent/WillytheWhisp)
  				var/RandomEvent/event = locate(random_type) in events
  				event.start()
  
  		snowman
  			effect()
  				var/RandomEvent/TheEvilSnowman/event = locate() in events
  				event.start()
  		willy
  			effect()
  				var/RandomEvent/WillytheWhisp/event = locate() in events
  				event.start()
  
  	Click()
  		if(src in usr)
  			circle(usr)
  		else
  			..()
  
  	proc/effect()
  	proc/circle(mob/Player/p)
  
  		if(!(p.loc && (istype(p.loc.loc, /area/outside) || istype(p.loc.loc, /area/newareas/outside))))
  			p << errormsg("You can only use this outside.")
  