anchor.diff:  
       if(s.effectsForLands.isNotEmpty) {
           UListElement landEffects = new UListElement()
  -            ..text = "Effect on Lands";
  +            ..setInnerHtml("<h3>Effect on Lands</h3>");
           details.append(landEffects);
           for (ActionEffect t in s.effectsForLands) {
               printOneEffect(t, landEffects);
  
positive.code: 
      if(s.triggerConditionsLiving.isNotEmpty) {
          UListElement livingTargets = new UListElement()
              ..text = "Entity Target Conditions";
          details.append(livingTargets);
          for (TargetCondition t in s.triggerConditionsLiving) {
              printOneTargetCondition(t, livingTargets);
  
negative.code: void printOneGameEntityWithAI(GameEntity g, Element container) {
      DivElement subcontainer = new DivElement();
      subcontainer.classes.add("aiElement");
      subcontainer.setInnerHtml("<h2>${g.htmlTitle()}</h2>");
      container.append(subcontainer);
  
      if(g is BigBad) {
  