anchor.diff:  % TODO test updating a skill when a target is killed with a weapon (or when damage is dealt, or both)
   
   all() ->
  -    [player_remove].
  +    [look_player].
   %all() ->
       %[player_remove,
        %look_room,
  
positive.code:     Helmet = val(item, player),
      attempt(Config, Player, {<<"helmet">>, move, from, Player, to, <<"head">>}),
      ?WAIT100,
      Helmet = val(item, head1),
      {Head, head} = val(body_part, Helmet),
      undefined = val(item, player).
  
  player_wield_wrong_body_part(Config) ->
  
negative.code:     attempt(Config, Player, {<<"helmet">>, move, from, Player, to, first_available_body_part}),
      ?WAIT100,
      undefined = val(item, Player),
      {Helmet, _BodyPartRef} = val(item, head1),
      {body_part, Head, head, _BodyPartRef} = val(body_part, Helmet).
  
  player_wield_missing_body_part(Config) ->
      start(?WORLD_4),
  