anchor.diff:  /obj/item/soulstone/proc/release_shades(mob/user)
   	for(var/mob/living/simple_animal/shade/A in src)
   		A.status_flags &= ~GODMODE
  -		A.canmove = 1
  +		A.canmove = TRUE
   		A.forceMove(get_turf(user))
   		A.cancel_camera()
   		icon_state = "soulstone"
  
positive.code: 	desc = "A fragment of the legendary treasure known simply as the 'Soul Stone'. The shard still flickers with a fraction of the full artefact's power."
  	w_class = WEIGHT_CLASS_TINY
  	slot_flags = ITEM_SLOT_BELT
  	var/usability = 0
  
  	var/old_shard = FALSE
  	var/spent = FALSE
  
negative.code: 		if(consenting_candidates.len)
  			chosen_ghost = pick(consenting_candidates)
  	if(!T)
  		return FALSE
  	if(!chosen_ghost)
  		to_chat(U, "<span class='danger'>There were no spirits willing to become a shade.</span>")
  		return FALSE
  	if(contents.len) //If they used the soulstone on someone else in the meantime
  		return FALSE
  	T.ckey = chosen_ghost.ckey
  	for(var/obj/item/W in T)
  		T.dropItemToGround(W)
  	init_shade(T, U)
  	qdel(T)
  	return TRUE
  