anchor.diff:      Generator<String> tactic;
       Item ring;
       String oldName;
  +    bool strifeTime = false;
   
       SeekRing(Session session) : super(session);
   
     @override
     void renderContent(Element div) {
  +      strifeTime = false;
         oldName = gameEntity.name;
   
         gameEntity.available = false;
  
positive.code:             session.logger.info("AB: A ring was stolen from a target.");
              return "The ${oldName} sneaks up behind the ${target.title()} and pick pockets them! They take the $ring and equip it! They are now the ${gameEntity.title()}! ";
          }else if(rollValueLow < -300) {
              return "The ${oldName} tries to pickpocket the $ring from the ${target.title()}, but get caught! The ${target.title()} decides to Strife them!${doStrife()}";
          }else {
              return "The ${oldName} tries to pickpocket the $ring from the ${target.title()}, but they fail. They abscond before they are caught! ";
          }
  
negative.code:             session.logger.info("AB: A ring was given from a target.");
              return "The ${oldName} politely approaches the ${target.title()} and asks for the $ring. To everyone's surprise, the ${target.title()} hands it over.  The ${oldName} is now the ${gameEntity.title()}! ";
          }else if(theirRelationship.value < -10){
              return "The ${oldName} has the audacity to just waltz right up to the ${target.title()} and demand the $ring. We are unsurprised that the ${target.title()} is offended enough to strife. ${prepareStrife()}";
          }else {
              return "The ${oldName} has the audacity to just waltz right up to the ${target.title()} and demand the $ring. We are unsurprised when it doesn't work.";
          }
  