anchor.diff:  
     }
   
  -  bool willMemberAbscondOld(div, GameEntity member, Team team){
  -    if(!team.canAbscond) return false;
  -    var playersInFight = team.getLivingMinusAbsconded();
  -    if(player.doomed) return false; //doomed players accept their fate.
  -    num reasonsToLeave = 0;
  -    num reasonsToStay = 2; //grist man.
  -    reasonsToStay += this.getFriendsFromList(playersInFight).length; // TODO: confirm?
  -    var hearts = this.getHearts();
  -    var diamonds = this.getDiamonds();
  -    for(num i = 0; i<hearts.length; i++){
  -      if(playersInFight.indexOf(hearts[i] != -1)) reasonsToStay ++;  //extra reason to stay if they are your quadrant.
  -    }
  -    for(num i = 0; i<diamonds.length; i++){
  -      if(playersInFight.indexOf(diamonds[i] != -1)) reasonsToStay ++;  //extra reason to stay if they are your quadrant.
  -    }
  -    reasonsToStay += player.power/this.getStat("currentHP"); //if i'm about to finish it off.
  -    reasonsToLeave += 2 * this.getStat("power")/player.getStat("currentHP");  //if you could kill me in two hits, that's one reason to leave. if you could kill me in one, that's two reasons.
  -
  -    //print("reasons to stay: " + reasonsToStay + " reasons to leave: " + reasonsToLeave);
  -    if(reasonsToLeave > reasonsToStay * 2){
  -      player.sanity += -10;
  -      player.flipOut("how terrifying " + this.htmlTitle() + " was");
  -      if(player.mobility > this.mobility){
  -        //print(" player actually absconds: they had " + player.hp + " and enemy had " + enemy.getStat("power") + this.session.session_id)
  -        div.append("<br><img src = 'images/sceneIcons/abscond_icon.png'> The " + player.htmlTitleHP() + " absconds right the fuck out of this fight. ");
  -        this.playersAbsconded.add(player);
  -        this.remainingPlayersHateYou(div, player, playersInFight);
  -        return true;
  -      }else{
  -        div.append(" The " + player.htmlTitleHP() + " tries to absconds right the fuck out of this fight, but the " + this.htmlTitleHP() + " blocks them. Can't abscond, bro. ")
  -        return false;
  -      }
  -    }else if(reasonsToLeave > reasonsToStay){
  -      if(player.mobility > this.mobility){
  -        //print(" player actually absconds: " + this.session.session_id);
  -        div.append("<br><img src = 'images/sceneIcons/abscond_icon.png'>  Shit. The " + player.htmlTitleHP() + " doesn't know what to do. They don't want to die... They abscond. ");
  -        this.playersAbsconded.add(player);
  -        this.remainingPlayersHateYou(div, player, playersInFight);
  -        return true;
  -      }else{
  -        div.append(" Shit. The " + player.htmlTitleHP() + " doesn't know what to do. They don't want to die... Before they can decide whether or not to abscond " + this.htmlTitleHP() + " blocks their escape route. Can't abscond, bro. ")
  -        return false;
  -      }
  -    }
  -    return false;
  -  }
  -  dynamic remainingPlayersHateYou(div, player, players){
  +
  +  dynamic 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 && this.playersAbsconded.indexOf(p) == -1){ //don't be a hypocrite and hate them if you already ran.
  +      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;
     }
  -  bool willIAbscond(div, players, numTurns){
  -    if(!this.canAbscond || numTurns < 2) return false; //can't even abscond. also, don't run away after starting the fight, asshole.
  -    num playerPower = 0;
  -    var living = this.getLivingMinusAbsconded(players);
  -    for(num i = 0; i<living.length; i++){
  -      playerPower += living[i].power;
  -    }
  -    //print("playerPower is: " + playerPower);
  -    if(playerPower > this.getStat("currentHP")*2){
  -      this.iAbscond = true;
  -      //print("absconding when turn number is: " +numTurns);
  -      return true;
  -    }
  -    return false;
  -  }
  -  void processAbscond(div, players){
  -    if(this.iAbscond){
  -      //print("game entity abscond: " + this.session.session_id);
  +
  +  //TODO this needs redone entirely. which team is the only one left?
  +  void processAbscond(div){
         div.append("<Br><img src = 'images/sceneIcons/abscond_icon.png'> The " + this.htmlTitleHP() + " has had enough of this bullshit. They just fucking leave. ");
         return;
  -    }else{
  -      //print("players abscond: " + this.session.session_id);
  -      div.append("<Br><img src = 'images/sceneIcons/abscond_icon.png'> The strife is over due to a lack of player presence. ");
  -      return;
  -    }
  -
  -  }
  -  void rocksFallEverybodyDies(div, players, numTurns){
  +    }
  +
  +  }
  +  void rocksFallEverybodyDies(div, numTurns){
       print("Rocks fall, everybody dies in session: " + this.session.session_id);
       div.append("<Br><Br> In case you forgot, freaking METEORS have been falling onto the battlefield this whole time. This battle has been going on for so long that, literally, rocks fall, everybody dies.  ");
       var living = findLivingPlayers(players); //dosn't matter if you absconded.
  
positive.code:       players[i].usedFraymotifThisTurn = false;
      }
    }
    dynamic strife(div, players, numTurns){
      this.resetPlayersAvailability(players);
      if(numTurns == 0) div.append("<Br><img src = 'images/sceneIcons/strife_icon.png'>");
      numTurns += 1;
  
negative.code:         //print(" player actually absconds: " + this.session.session_id);
          div.append("<br><img src = 'images/sceneIcons/abscond_icon.png'>  Shit. The " + member.htmlTitleHP() + " doesn't know what to do. They don't want to die... They abscond. ");
          team.absconded.add(member);
          this.remainingPlayersHateYou(div, member, team.getLivingMinusAbsconded(), team);
          return true;
        }else{
          div.append(" Shit. The " + member.htmlTitleHP() + " doesn't know what to do. They don't want to die... Before they can decide whether or not to abscond " + Team.getTeamsNames(otherTeams) + " blocks their escape route. Can't abscond, bro. ");
  