anchor.diff:          if(importantWord == null) selectStat.selectedIndex = 0;
           selectStat.onChange.listen((Event e) => syncToForm());
   
  -        //TODO i need to have a drop down of possible values to raise it by
  +        //amount time
   
           selectAmount = new SelectElement();
           me.append(selectAmount);
  
positive.code:       List<GameEntity> renderableTargets = new List<GameEntity>();
      entities.forEach((GameEntity e) {
          if(e.renderable()) renderableTargets.add(e);
          //TODO
      });
      if(renderableTargets.isNotEmpty) {
          CanvasElement canvasDiv = new CanvasElement(width: canvasWidth, height: canvasHeight);
  
negative.code: class RaiseStat extends EffectEntity {
      SelectElement selectStat;
      SelectElement selectAmount;
  
  
      Map<String, Stat> _allStats  = new Map<String, Stat>();
  
  
      Map<String, Stat> get allStats {
          //print("getting allTraits");
          if(_allStats == null || _allStats.isEmpty) {
              //print("Setting all traits");
              Set<Stat> allTraitsKnown = Stats.all;
              for(Stat s in allTraitsKnown) {
                  //print("setting trait $trait");
                  _allStats[s.name] = s;
              }
          }
  
          return _allStats;
      }
  
      int amountIndex = 0;
      List<int> amounts = <int>[130,1300,13000];
  