anchor.diff:    void renderForm(Element div) {
       // TODO: implement renderForm, should have list of all traits in system (do i even have that? oh uup)
         Set<ItemTrait> allTraits = ItemTraitFactory.allTraits;
  +      div.appendHtml("TODO: Render Item Trait Form");
  +
  +  }
  +  @override
  +  TriggerCondition makeNewOfSameType() {
  +    return new ItemTraitTriggerCondition(session, bigBad);
     }
   }
   
  
positive.code:     GameEntity bigBad;
      //definitely replace this.
      String flavorText = "$BIGBADNAME suddenly appears for probably no reason.";
      TriggerCondition(Session this.session);
  
      //TODO how to actually set up the triggers? sub classes? where are my notes...
  
      bool triggered();
      void renderForm(Element div);
  
      static SelectElement drawSelectTriggerConditions(Element div) {
          //TODO call listPossibleTriggers to make the options, select teh first one by default.
      }
  
      static List<TriggerCondition> listPossibleTriggers(Session session) {
          List<TriggerCondition> ret = new List<TriggerCondition>();
          ret.add(new ItemTraitTriggerCondition(session));
          ret.add(new CrownedCarapaceTriggerCondition(session));
  
          //TODO should have drop down of one instance of each trigger, and a button to add a copy of one to the big bad
          //todo once you've added the copy it renders itself as a sub form
          return ret;
      }
  
  
negative.code:         List<GameEntity> allCarapaces = new List.from(session.prospit.associatedEntities);
          allCarapaces.addAll(session.derse.associatedEntities);
          //TODO
          div.appendHtml("TODO: Render Crowned Carapace Form");
      }
    @override
    TriggerCondition makeNewOfSameType() {
      return new CrownedCarapaceTriggerCondition(session, bigBad);
    }
  }