anchor.diff:  	attacker.in_combat = TRUE
   
   	sleep(15)
  -	while(combat_health > 0 && attacker.combat_health > 0)
  +	//--THE BATTLE BEGINS--
  +	while(combat_health > 0 && attacker.combat_health > 0) 
   
   		//if the two toys aren't next to each other, the battle ends
   		if(!in_range(src, attacker)) 
  
positive.code: 	wants_to_battle = FALSE
  	to_chat(user, "<span class='notice'>You get the feeling they don't want to battle.</span>")
  
  /obj/item/toy/prize/examine()
  	. = ..()
  	. += "<span class='notice'>This toy's special attack is [special_attack_cry], [special_attack_type_message] </span>"
  
negative.code: 					if(attacker.combat_health <= round(attacker.max_combat_health/3) && special_attack_cooldown == 0) //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>")
  					else //just attack 
  						attacker.SpinAnimation(5, 0)
  						combat_health--
  