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