anchor.diff:      }
   
       void drawTarget() {
  -
  +        /*    static int ALLIES = 1;
  +    static int ENEMIES = 3;
  +    static int SELF = 1;
  +    static int ENEMY = 2;
  +    */
  +        print("trying to draw stats");
  +        targetElement = new SelectElement();
  +        Map<String,int> map = <String,int>{"SELF":FraymotifEffect.SELF, "SINGLE ENEMY":FraymotifEffect.ENEMY,"ALL ALLIES":FraymotifEffect.ALLIES, "ALL ENEMIES": FraymotifEffect.ENEMIES, };
  +        for(String key in map.keys) {
  +            print("key is $key");
  +            OptionElement statOption = new OptionElement()..value = "${map[key]}"..text = key;
  +            if(owner.target == map[key]) statOption.selected = true;
  +            targetElement.append(statOption);
  +        }
  +        container.append(targetElement);
  +
  +        targetElement.onChange.listen((e) {
  +            owner.target = int.parse(targetElement.value);
  +            syncDataBoxToScene();
  +        });
       }
   
       void drawDamage() {
  
positive.code: class FraymotifEffect {
      static int ALLIES = 1;
      static int ENEMIES = 3;
      static int SELF = 1;
      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
  
negative.code:     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();
      }
  
  