anchor.diff:  		//if the two toys aren't next to each other, the battle ends
   		if(!in_range(src, attacker))
   			attacker_controller.visible_message("<span class='notice'> [attacker] and [src] separate, ending the battle. </span>", \
  -												"<span class='notice'> [attacker] and [src] separate, ending the battle. </span>")
  +								"<span class='notice'> [attacker] and [src] separate, ending the battle. </span>")
   			break
   		//if the attacker_controller isn't next to the attacking toy (and doesn't have telekinesis), the battle ends
   		if((!in_range(attacker, attacker_controller) && !(attacker_controller.dna.check_mutation(TK))))
   			attacker_controller.visible_message("<span class='notice'> [attacker_controller.name] seperates from [attacker], ending the battle.</span>", \
  -												"<span class='notice'> You separate from [attacker], ending the battle. </span>")
  +								"<span class='notice'> You separate from [attacker], ending the battle. </span>")
   			break
   		//if it's PVP and the opponent is not next to the defending(src) toy (and doesn't have telekinesis), the battle ends
   		if(opponent)
   			if(!in_range(src, opponent) && !(opponent.dna.check_mutation(TK)))
   				opponent.visible_message("<span class='notice'> [opponent.name] seperates from [src], ending the battle.</span>", \
  -										"<span class='notice'> You separate from [src], ending the battle. </span>")
  +							"<span class='notice'> You separate from [src], ending the battle. </span>")
   				break
   		//if it's not PVP and the attacker_controller isn't next to the defending toy (and doesn't have telekinesis), the battle ends
   		else
   			if (!in_range(src, attacker_controller) && !(attacker_controller.dna.check_mutation(TK)))
   				attacker_controller.visible_message("<span class='notice'> [attacker_controller.name] seperates from [src] and [attacker], ending the battle.</span>", \
  -													"<span class='notice'> You separate [attacker] and [src], ending the battle. </span>")
  +									"<span class='notice'> You separate [attacker] and [src], ending the battle. </span>")
   				break
   
   		//before we do anything - deal with charged attacks
   		if(special_attack_charged)
   			src_controller.visible_message("<span class='danger'> [src] unleashes its special attack!! </span>", \
  -											"<span class='danger'> You unleash [src]'s special attack! </span>")
  +							"<span class='danger'> You unleash [src]'s special attack! </span>")
   			specialAttackMove(attacker)
   		else if(attacker.special_attack_charged)
   
   			attacker_controller.visible_message("<span class='danger'> [attacker] unleashes its special attack!! </span>", \
  -												"<span class='danger'> You unleash [attacker]'s special attack! </span>")
  +								"<span class='danger'> You unleash [attacker]'s special attack! </span>")
   			attacker.specialAttackMove(src)
   		else
   			//process the cooldowns
  
positive.code:   *
    * This one is only for inheritance, each mech with an 'other' type move has their procs below. 
    * Arguments												
    *		src:			the toy, doing its super special move(not an arg but relevant) 	
    *		victim:			the toy being hit by the super special move (doesn't necessarily need to be used)
    */
  /obj/item/toy/prize/proc/superSpecialAttack(obj/item/toy/prize/victim) 
  	visible_message("<span class='notice'> [src] does a cool flip.</span>")
  
negative.code: 					if(attacker.special_attack_cooldown == 0 && attacker.combat_health <= round(attacker.max_combat_health/3)) //if health is less than 1/3 and special off CD, use it
  						attacker.special_attack_charged = TRUE
  						attacker_controller.visible_message("<span class='danger'> [attacker] begins charging its special attack!! </span>", \
  											"<span class='danger'> You begin charging [attacker]'s special attack! </span>")
  					else //just attack 
  						attacker.SpinAnimation(5, 0)
  						playsound(attacker, 'sound/mecha/mechstep.ogg', 30, TRUE)
  						combat_health--
  						attacker_controller.visible_message("<span class='danger'> [attacker] devastates [src]! </span>", \
  											"<span class='danger'> You ram [attacker] into [src]! </span>", \
  											"<span class='hear'> You hear hard plastic smacking hard plastic.</span>", COMBAT_MESSAGE_RANGE)
  						if(prob(5))
  							combat_health--
  							playsound(src, 'sound/effects/meteorimpact.ogg', 20, TRUE)
  							attacker_controller.visible_message("<span class='boldwarning'> ...and lands a CRIPPLING BLOW! </span>", \
  												"<span class='boldwarning'> ...and you land a CRIPPLING blow on [src]! </span>", null, COMBAT_MESSAGE_RANGE)							
  
  				if(4) //both lose
  					attacker.SpinAnimation(5, 0)
  