anchor.diff:  				if(1 to 3) //attacker wins
   					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.name] begins charging his special attack!! </span>", \
  -															"<span class='danger'> You begin charging [attacker.name]'s special attack! </span>")
  +						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.name] devastates [name]! </span>", \
  -															"<span class='danger'> You ram [attacker.name] into [name]! </span>", \
  +						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 [name]! </span>", null, COMBAT_MESSAGE_RANGE)							
  +																"<span class='boldwarning'> ...and you land a CRIPPLING blow on [src]! </span>", null, COMBAT_MESSAGE_RANGE)							
   
   				if(4) //both lose
   					attacker.SpinAnimation(5, 0)
   					SpinAnimation(5, 0)
   					combat_health--
   					attacker.combat_health--
  -					do_sparks(3, FALSE, src)
  -					do_sparks(3, FALSE, attacker)
  +					do_sparks(2, FALSE, src)
  +					do_sparks(2, FALSE, attacker)
   					if(prob(50))
  -						referee.visible_message("<span class='danger'> [attacker.name] and [name] clash dramatically, causing sparks to fly! </span>", \
  -												"<span class='danger'> [attacker.name] and [name] clash dramatically, causing sparks to fly! </span>", \
  -												"<span class='hear'> You hear hard plastic rubbing against hard plastic.</span>", COMBAT_MESSAGE_RANGE)
  +						attacker_controller.visible_message("<span class='danger'> [attacker] and [src] clash dramatically, causing sparks to fly! </span>", \
  +															"<span class='danger'> [attacker] and [src] clash dramatically, causing sparks to fly! </span>", \
  +															"<span class='hear'> You hear hard plastic rubbing against hard plastic.</span>", COMBAT_MESSAGE_RANGE)
   					else
  -						attacker_controller.visible_message("<span class='danger'> [name] and [attacker.name] clash dramatically, causing sparks to fly! </span>", \
  -															"<span class='danger'> [name] and [attacker.name] clash dramatically, causing sparks to fly! </span>", \
  -															"<span class='hear'> You hear hard plastic rubbing against hard plastic.</span>", COMBAT_MESSAGE_RANGE)
  +						src_controller.visible_message("<span class='danger'> [src] and [attacker] clash dramatically, causing sparks to fly! </span>", \
  +														"<span class='danger'> [src] and [attacker] clash dramatically, causing sparks to fly! </span>", \
  +														"<span class='hear'> You hear hard plastic rubbing against hard plastic.</span>", COMBAT_MESSAGE_RANGE)
   				if(5) //both win
   					playsound(attacker, 'sound/weapons/parry.ogg', 20, TRUE)
   					if(prob(50))
  -						referee.visible_message("<span class='danger'> [name]'s attack deflects off of [attacker.name]. </span>", \
  -												"<span class='danger'> [name]'s attack deflects off of [attacker.name]. </span>", \
  -												"<span class='hear'> You hear hard plastic bouncing off hard plastic.</span>", COMBAT_MESSAGE_RANGE)
  +						attacker_controller.visible_message("<span class='danger'> [src]'s attack deflects off of [attacker]. </span>", \
  +															"<span class='danger'> [src]'s attack deflects off of [attacker]. </span>", \
  +															"<span class='hear'> You hear hard plastic bouncing off hard plastic.</span>", COMBAT_MESSAGE_RANGE)
   					else
  -						attacker_controller.visible_message("<span class='danger'> [attacker.name]'s attack deflects off of [name]. </span>", \
  -															"<span class='danger'> [attacker.name]'s attack deflects off of [name]. </span>", \
  -															"<span class='hear'> You hear hard plastic bouncing off hard plastic.</span>", COMBAT_MESSAGE_RANGE)
  +						src_controller.visible_message("<span class='danger'> [attacker]'s attack deflects off of [src]. </span>", \
  +														"<span class='danger'> [attacker]'s attack deflects off of [src]. </span>", \
  +														"<span class='hear'> You hear hard plastic bouncing off hard plastic.</span>", COMBAT_MESSAGE_RANGE)
   
   				if(6 to 8) //defender wins
   					if(special_attack_cooldown == 0 && combat_health <= round(max_combat_health/3)) //if health is less than 1/3 and special off CD, use it
   						special_attack_charged = TRUE
  -						referee.visible_message("<span class='danger'> [name] begins charging his special attack!! </span>", \
  -												"<span class='danger'> You begin charging [name]'s special attack! </span>")
  +						src_controller.visible_message("<span class='danger'> [src] begins charging its special attack!! </span>", \
  +														"<span class='danger'> You begin charging [src]'s special attack! </span>")
   					else //just attack 
   						SpinAnimation(5, 0)
   						playsound(src, 'sound/mecha/mechstep.ogg', 30, TRUE)
   						attacker.combat_health--
  -						referee.visible_message("<span class='danger'> [name] smashes [attacker.name]! </span>", \
  -												"<span class='danger'> You smash [name] into [attacker.name]! </span>", \
  -												"<span class='hear'> You hear hard plastic smashing hard plastic.</span>", COMBAT_MESSAGE_RANGE)
  +						src_controller.visible_message("<span class='danger'> [src] smashes [attacker]! </span>", \
  +														"<span class='danger'> You smash [src] into [attacker]! </span>", \
  +														"<span class='hear'> You hear hard plastic smashing hard plastic.</span>", COMBAT_MESSAGE_RANGE)
   						if(prob(5))
   							attacker.combat_health--
   							playsound(attacker, 'sound/effects/meteorimpact.ogg', 20, TRUE)
  -							referee.visible_message("<span class='boldwarning'> ...and lands a CRIPPLING BLOW! </span>", \
  -													"<span class='boldwarning'> ...and you land a CRIPPLING blow on [attacker.name]! </span>", null, COMBAT_MESSAGE_RANGE)	
  +							src_controller.visible_message("<span class='boldwarning'> ...and lands a CRIPPLING BLOW! </span>", \
  +															"<span class='boldwarning'> ...and you land a CRIPPLING blow on [attacker]! </span>", null, COMBAT_MESSAGE_RANGE)	
   				else
  -					referee.visible_message("<span class='notice'> [name] and [attacker.name] stand around awkwardly.</span>", \
  -											"<span class='notice'> You don't know what to do next.</span>")																		
  +					attacker_controller.visible_message("<span class='notice'> [src] and [attacker] stand around awkwardly.</span>", \
  +														"<span class='notice'> You don't know what to do next.</span>")		
  +
  +		battle_length++																											
   		sleep(10)	
  +
  +	/// Lines chosen for the winning mech
  +	var/list/winlines = list("YOU'RE NOTHING BUT SCRAP!", "I'LL YIELD TO NONE!", "GLORY IS MINE!", "AN EASY FIGHT.", "YOU SHOULD HAVE NEVER FACED ME.")
   
   	if(attacker.combat_health <= 0 && combat_health <= 0) //both lose
   		playsound(src, 'sound/machines/warning-buzzer.ogg', 20, TRUE)
  -		referee.visible_message("<span class='boldnotice'> MUTUALLY ASSURED DESTRUCTION!! [name] and [attacker.name] both end up destroyed!</span>", \
  -								"<span class='boldnotice'> Both [name] and [attacker.name] are destroyed!</span>")		
  +		attacker_controller.visible_message("<span class='boldnotice'> MUTUALLY ASSURED DESTRUCTION!! [src] and [attacker] both end up destroyed!</span>", \
  +											"<span class='boldnotice'> Both [src] and [attacker] are destroyed!</span>")		
   	else if(attacker.combat_health <= 0) //src wins
   		wins++
   		attacker.losses++
   		playsound(attacker, 'sound/effects/light_flicker.ogg', 20, TRUE)
  -		referee.visible_message("<span class='notice'> [attacker.name] falls apart!</span>", \
  -								"<span class='notice'> [attacker.name] falls apart!</span>", null, COMBAT_MESSAGE_RANGE)
  +		attacker_controller.visible_message("<span class='notice'> [attacker] falls apart!</span>", \
  +											"<span class='notice'> [attacker] falls apart!</span>", null, COMBAT_MESSAGE_RANGE)
   		if(!quiet)
  -			say("YOU SHOULDN'T HAVE ATTACKED ME")
  -		attacker_controller.visible_message("<span class='notice'> [name] destroys [attacker.name] and walks away victorious!</span>", \
  -											"<span class='notice'> You raise up [name] victoriously over [attacker.name]!</span>")
  +			say("[pick(winlines)]")
  +		src_controller.visible_message("<span class='notice'> [src] destroys [attacker] and walks away victorious!</span>", \
  +										"<span class='notice'> You raise up [src] victoriously over [attacker]!</span>")
   	else if (combat_health <= 0) //attacker wins
   		attacker.wins++
   		losses++	
   		playsound(src, 'sound/effects/light_flicker.ogg', 20, TRUE)
  -		attacker_controller.visible_message("<span class='notice'> [name] collapses!</span>", \
  -											"<span class='notice'> [name] collapses!</span>", null, COMBAT_MESSAGE_RANGE)
  +		src_controller.visible_message("<span class='notice'> [src] collapses!</span>", \
  +										"<span class='notice'> [src] collapses!</span>", null, COMBAT_MESSAGE_RANGE)
   		if(!attacker.quiet)
  -			attacker.say("EASY FIGHT")
  -		referee.visible_message("<span class='notice'> [attacker.name] demolishes [name] and walks away victorious!</span>", \
  -											"<span class='notice'> You raise up [attacker.name] proudly over [name]</span>!")
  +			attacker.say("[pick(winlines)]")
  +		attacker_controller.visible_message("<span class='notice'> [attacker] demolishes [src] and walks away victorious!</span>", \
  +											"<span class='notice'> You raise up [attacker] proudly over [src]</span>!")
   	else //both win?
   		if(!quiet)
  -			say("I WENT EASY ON YOU")
  +			say("I WENT EASY ON YOU.")
   		if(!attacker.quiet)
  -			attacker.say("OF COURSE YOU DID")
  -
  -	src.in_combat = FALSE
  +			attacker.say("OF COURSE YOU DID.")
  +
  +	in_combat = FALSE
   	attacker.in_combat = FALSE
   
   	combat_health = max_combat_health									
  
positive.code:   * 
    * Arguments
    *															
    *		src:			the defending toy, the toy that is hit by another toy to start the battle		(not an 'arg' but relevant / makes it easier to read if you understand)	
    *		attacker:		the attacking toy, the toy you use on another toy to start the battle. in PvP, this is the opponent's toy
    *		referee:		the user, the one who is holding the toys / controlling the fight
    *		opponent:		optional arg used in Mech PvP battles: the other person who is taking part in the fight
    */
  /obj/item/toy/prize/proc/mechaBrawl(obj/item/toy/prize/attacker, mob/living/carbon/referee, mob/living/carbon/opponent)
  	//A GOOD DAY FOR A SWELL BATTLE!
  	referee.visible_message("<span class='danger'> [referee.name] collides [attacker.name] with [name]! Looks like they're preparing for a brawl! </span>", \
  							"<span class='danger'> You collide [attacker.name] into [name], sparking a fierce battle! </span>", \
  							"<span class='hear'> You hear hard plastic smacking into hard plastic.</span>", COMBAT_MESSAGE_RANGE)
  
  	/// Who's in control of the attacker?
  	var/mob/living/attacker_controller = (opponent)? opponent : referee
  	
  	src.in_combat = TRUE
  	attacker.in_combat = TRUE
  
  	timer = world.time + cooldown*8 
  
negative.code: 		if(SPECIAL_ATTACK_UTILITY) //+1 heal, +1 damage
  			victim.combat_health--
  			combat_health++
  			playsound(src, 'sound/mecha/mechmove01.ogg', 30, TRUE)
  		if(SPECIAL_ATTACK_OTHER) //other
  			superSpecialAttack(victim)
  		else
  