anchor.diff:      void syncFormToOwner() {
           print("syncing form to scene");
           owner.damageInsteadOfBuff = damageElement.value == "true";
  +        owner.statName = Stats.byName[statElement.value];
  +        owner.target = int.parse(targetElement.value);
  +
           syncDataBoxToScene();
       }
   
  
positive.code:     }
  
      void drawTarget() {
  
      }
  
      void drawDamage() {
  
negative.code: class FraymotifEffect {
      static int ALLIES = 1;
      static int ENEMIES = 3;
      static int SELF = 0;
      static int ENEMY = 2;
      Stat statName; //hp heals current hp AND revives the player.
      num target; //self, allies or enemy or enemies, 0, 1, 2, 3
  