anchor.diff:  	w_class = WEIGHT_CLASS_BULKY
   	force = 3
   	throwforce = 5
  -	stamina_loss_amount = 25
  +	stamina_loss_amount = 30
  +	armor_pen = 35
   	hitcost = 1000
   	throw_hit_chance = 10
   	slot_flags = ITEM_SLOT_BACK
  
positive.code: 		//we're below minimum, turn off
  		switch_status(FALSE)
  
  ///Check for our cell to determine how much penetration our weapon does.
  /obj/item/melee/baton/proc/get_cell_zap_pen()
  	var/obj/item/stock_parts/cell/copper_top = get_cell()
  	if(copper_top)
  		var/chargepower = copper_top.maxcharge
  		var/zap_penetration = (chargepower/1000) //This is our effective penetration. Every 1000 max charge, we get 1 pen power. A high capacity cell is equal to 10 armor pen, as an example.
  		return zap_penetration
  	else
  		return 0
  
  /obj/item/melee/baton/proc/switch_status(new_status = FALSE, silent = FALSE)
  	if(turned_on != new_status)
  		turned_on = new_status
  
negative.code: 		return FALSE
  	var/final_stamina_loss_amount = stamina_loss_amount //Our stunning power for the baton
  	var/shoved = FALSE //Did we succeed on knocking our target over?
  	var/zap_penetration = armor_pen
  	var/zap_block = L.run_armor_check(BODY_ZONE_CHEST, "melee", null, null, zap_penetration) //armor check, including calculation for armor penetration, for our attack
  	final_stamina_loss_amount = block_calculate_resultant_damage(final_stamina_loss_amount, return_list)
  
  