anchor.diff:                      else withMsgs { model with CurrentCommandOpt = None } [ResetCharacter sourceIndex; PoiseCharacter sourceIndex]
                   | _ ->
                       if timeLocal = int64 source.AnimationState.Stutter * 4L then
  -                        match specialType with
  -                        | HeadSlash -> withMsg model (AttackCharacter sourceIndex)
  -                        | Bolt -> withMsg model (AttackCharacter sourceIndex)
  +                        withMsg model (SpecialCharacter1 (sourceIndex, specialType))
                       elif timeLocal = int64 source.AnimationState.Stutter * 5L then
  -                        withMsg model (DamageCharacter (sourceIndex, targetIndex, Some specialType))
  +                        withMsg model (SpecialCharacter2 (sourceIndex, targetIndex, specialType))
                       elif CharacterAnimationState.finished time source.AnimationState then
                           let target = BattleModel.getCharacter targetIndex model
                           if target.CharacterState.IsHealthy then
  
positive.code:                             let woundCommand = CurrentCommand.make time (ActionCommand.make Wound sourceIndex (Some targetIndex))
                              let model = { model with CurrentCommandOpt = Some woundCommand }
                              withMsg model (PoiseCharacter sourceIndex)
                      else just model
              | None ->
                  let model = { model with CurrentCommandOpt = None }
  
negative.code:                 match timeLocal with
                  | 0L ->
                      if target.CharacterState.IsHealthy
                      then withMsg model (AttackCharacter1 sourceIndex)
                      else withMsgs { model with CurrentCommandOpt = None } [ResetCharacter sourceIndex; PoiseCharacter sourceIndex]
                  | _ ->
                      if timeLocal = int64 source.AnimationState.Stutter
                      then withMsg model (AttackCharacter2 (sourceIndex, targetIndex))
                      elif CharacterAnimationState.finished time source.AnimationState then
                          let target = BattleModel.getCharacter targetIndex model
                          if target.CharacterState.IsHealthy then
  