anchor.diff:  		. = ..()
   
   /obj/item/toy/prize/attackby(obj/item/I, mob/living/user)
  -	if(istype(I, /obj/item/toy/prize))
  -		if(!in_combat)
  -			mechaBrawl(I, user)
  -		else
  -			to_chat(user, "<span class='notice'>[name] is already in combat!</span>")
  +	if(istype(I, /obj/item/toy/prize)) //if you attack a mech with a mech, initiate combat between them 
  +		var/obj/item/toy/prize/P = I
  +		if(checkBattleStart(P, user))
  +			mechaBrawl(P, user)
   	..()
   
   /obj/item/toy/prize/attack(mob/living/carbon/human/target, mob/living/carbon/human/user)
   	for(var/obj/item/toy/prize/I in target.held_items)
  -		if(istype(I, /obj/item/toy/prize))
  -			if(wants_to_battle)
  +		if(istype(I, /obj/item/toy/prize)) //if you attack someone with a mech who's also holding a mech, offer to battle them
  +			var/obj/item/toy/prize/P = I
  +
  +			if(!checkBattleStart(P, user, target))
  +				break
  +
  +			//slap them with the metaphorical white glove
  +			if(wants_to_battle) //prevent spamming someone with offers
   				to_chat(user, "<span class='notice'>You already are offering battle!</span>")
   				break
  -			if(I.wants_to_battle) //if the target mech wants to battle, initiate the batte from their POV
  -				I.mechaBrawl(src, user, target)
  -				I.wants_to_battle = FALSE
  +			if(P.wants_to_battle) //if the target mech wants to battle, initiate the battle from their POV
  +				P.mechaBrawl(src, user, target) //P = challenger's mech / SRC = defender's mech / user = defender / target = challenger
  +				P.wants_to_battle = FALSE
  +				return
   			else //extend the offer of battle to the other mech
  -				to_chat(user, "<span class='notice'>You offer battle to [target.name] and [target.p_their()] [I.name]!</span>")
  -				to_chat(target, "<span class='notice'>[user.name] wants to battle with your [I.name]! Attack them with your mech to initiate combat.</span>")
  +				to_chat(user, "<span class='notice'>You offer battle to [target.name] and [target.p_their()] [P.name]!</span>")
  +				to_chat(target, "<span class='notice'>[user.name] wants to battle with [target.p_their()] [name]! Attack them with your [P.name] to initiate combat.</span>")
   				wants_to_battle = TRUE
   				addtimer(CALLBACK(src, .proc/withdrawOffer, user), 60)
  -			break
  +			
   	..()
   
   /**
  
positive.code: 		wins++
  		attacker.losses++
  		playsound(attacker, 'sound/effects/light_flicker.ogg', 20, TRUE)
  		attacker_controller.visible_message("<span class='notice'> [attacker.name] falls apart!</span>", \
  											"<span class='notice'> [attacker.name] falls apart!</span>", null, COMBAT_MESSAGE_RANGE)
  		if(!quiet)
  			say("YOU SHOULDN'T HAVE ATTACKED ME")
  		referee.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>")
  	else if (combat_health <= 0) //attacker wins
  		attacker.wins++
  		losses++	
  		playsound(src, 'sound/effects/light_flicker.ogg', 20, TRUE)
  		referee.visible_message("<span class='notice'> [name] collapses!</span>", \
  								"<span class='notice'> [name] collapses!</span>", null, COMBAT_MESSAGE_RANGE)
  		if(!attacker.quiet)
  			attacker.say("EASY FIGHT")
  		attacker_controller.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>!")
  	else //both win?
  		(!quiet)? say("I WENT EASY ON YOU"):null
  		(!attacker.quiet)? attacker.say("OF COURSE YOU DID"):null
  
  	src.in_combat = FALSE
  	attacker.in_combat = FALSE
  
negative.code: 	. = ..()
  	. += "<span class='notice'>This toy's special attack is [special_attack_cry], [special_attack_type_message] </span>"
  	if(in_combat)
  		. += "<span class='notice'>This toy has a maximum health of [max_combat_health]. Currently, it's [combat_health].</span>"
  		if(special_attack_cooldown == 0)
  			. += "<span class='notice'>Its special move light is green and is ready!</span>"
  		else
  