anchor.diff:      and [<NoComparison>] BattleCommand =
           | InitializeBattle
           | FinalizeBattle
  -        | ReadyCharacters
  -        | PoiseCharacters
  -        | CelebrateCharacters of bool
  -        | AdvanceCharacters
  -        | AttackCharacter of Entity * Entity
  -        | DamageCharacter of Entity
  -        | PoiseCharacter of Entity
  -        | WoundCharacter of Entity
           | DestroyCharacter of CharacterIndex
           | ResetCharacter of CharacterIndex
  +        | IndexedCommand of IndexedCommand * int
           | FadeSong
  -        | IndexedCommand of IndexedCommand * int
   
       and Screen with
   
  
positive.code:                     if outcome
                      then BattleDispatcher.updateAllies (fun character -> { character with CharacterAnimationState = (CharacterAnimationState.setCycle (Some time) CelebrateCycle) character.CharacterAnimationState }) model
                      else BattleDispatcher.updateAllies (fun character -> { character with CharacterAnimationState = (CharacterAnimationState.setCycle (Some time) CelebrateCycle) character.CharacterAnimationState }) model
                  just model
              | AttackCharacterM (sourceIndex, targetIndex) ->
                  let time = World.getTickTime world
  
negative.code:         | ReadyCharactersM
          | PoiseCharactersM
          | CelebrateCharactersM of bool
          | AdvanceCharactersM
          | AttackCharacterM of CharacterIndex * CharacterIndex
          | ResetCharacterM of CharacterIndex
          | DamageCharacterM of CharacterIndex
          | PoiseCharacterM of CharacterIndex
          | WoundCharacterM of CharacterIndex
          | ReticlesSelect of CharacterIndex * int
          | Tick
  
      and [<NoComparison>] IndexedCommand =
          | RegularMenuShow
  