anchor.diff:  
   	// Broken arms are no good for combat!
   	var/arm = user.get_active_hand()
  -	if(!user.reagents.has_reagent("morphine") && prob(65))
  +	if(!user.reagents.has_reagent("morphine") && prob(35))
   		if(arm == l_hand && "left arm" in user.broken)
   			user << "\red You painfully dislodge your broken left arm!"
   			user.emote("scream")
  
positive.code: 			var/datum/limb/larm = get_organ("l_arm")
  			user.apply_damage(rand(2,7), BRUTE, larm)
  			playsound(user.loc, 'weapons/pierce.ogg', 25)
  			visible_message("<span class='warning'>[user] has attempted to [I.attack_verb] [src] with [I]!</span>")
  			user.drop_item()
  			return 0
  		else if(arm == r_hand && "right arm" in user.broken)
  
negative.code: 			var/datum/limb/rarm = get_organ("r_arm")
  			user.apply_damage(rand(2,7), BRUTE, rarm)
  			playsound(user.loc, 'weapons/pierce.ogg', 25)
  			visible_message("<span class='warning'>[user] has attempted to [pick(I.attack_verb)] [src] with [I]!</span>")
  			user.drop_item()
  			return 0
  
  