anchor.diff:      resetFraymotifsForMembers(); //usable on team creation
     }
   
  +
  +
     void resetFraymotifsForMembers(){
       for(GameEntity ge in members){
         ge.resetFraymotifs();
  
positive.code:     return false;
  
  
    }
  
    //TODO put this in GameEntity
    void remainingPlayersHateYou(div, player, players,Team team){
      if(players.length == 1){
        return null;
      }
      div.append(" The remaining players are not exactly happy to be abandoned. ");
      for(num i = 0; i<players.length; i++){
        var p = players[i];
        if(p != player && team.absconded.indexOf(p) == -1){ //don't be a hypocrite and hate them if you already ran.
          var r = p.getRelationshipWith(player);
          if(r) r.value += -5; //could be a sprite, after all.
        }
      }
      return null;
    }
  
  
  
negative.code:   }
  
    void remainingPlayersHateYou(div, GameEntity coward){
      List<GameEntity> present = getLivingMinusAbsconded();
      for(GameEntity m in present){
         var r = m.getRelationshipWith(coward);
         if(r) r.value += -5; //could be a sprite, after all.
      }
    }
  
    //back up can be any player in the potentialMembers list. You are responsible for populating that list on team creation.
  