anchor.diff:  	var/wins = 0
   	/// ...And their loss count in combat
   	var/losses = 0
  -	w_class = WEIGHT_CLASS_SMALL
   
   /obj/item/toy/prize/Initialize()
   	. = ..()
  -	max_combat_health = combat_health
  +	desc = "Mini-Mecha action figure! Collect them all! Attack your friends or another mech with one to initiate epic mech combat! [desc]." 
  +	combat_health = max_combat_health
   	switch(special_attack_type)
   		if(SPECIAL_ATTACK_DAMAGE)
   			special_attack_type_message = "an aggressive move, which deals bonus damage."
  
positive.code: 
  		//if the two toys aren't next to each other, the battle ends
  		if(!in_range(src, attacker))
  			referee.visible_message("<span class='notice'> [attacker.name] and [name] separate, ending the battle. </span>", \
  									"<span class='notice'> [attacker.name] and [name] separate, ending the battle. </span>")
  			break
  		//if the referee isn't next to the defending toy (and doesn't have telekinesis), the battle ends
  		if((!in_range(src, referee) && !(referee.dna.check_mutation(TK))))
  			referee.visible_message("<span class='notice'> [referee.name] seperates from [name] and [attacker.name], ending the battle.</span>", \
  									"<span class='notice'> You separate [attacker.name] and [name], ending the battle. </span>")
  			break
  		//if it's PVP and the opponent is not next to the attacking toy (and doesn't have telekinesis), the battle ends
  		if(opponent)
  			if(!in_range(attacker, opponent) && !(opponent.dna.check_mutation(TK)))
  				opponent.visible_message("<span class='notice'> [referee.name] seperates from [attacker.name], ending the battle.</span>", \
  										"<span class='notice'> You separate from [attacker.name], ending the battle. </span>")
  				break
  		//if it's not PVP and the referee isn't next to the attacking toy (and doesn't have telekinesis), the battle ends
  		else
  			if (!in_range(attacker, referee) && !(referee.dna.check_mutation(TK)))
  				referee.visible_message("<span class='notice'> [referee.name] seperates from [name] and [attacker.name], ending the battle.</span>", \
  										"<span class='notice'> You separate [attacker.name] and [name], ending the battle. </span>")
  				break
  
  		//before we do anything - deal with charged attacks
  		if(special_attack_charged)
  			specialAttackMove(attacker)
  		else if(attacker.special_attack_charged)
  			attacker.specialAttackMove(src)
  		else
  			//process the cooldowns
  
negative.code: 	verb_ask = "beeps"
  	verb_exclaim = "beeps"
  	verb_yell = "beeps"
  	w_class = WEIGHT_CLASS_SMALL
  	/// Timer when it'll be off cooldown
  	var/timer = 0
  	/// Cooldown between play sessions - 8x longer after a battle
  