anchor.diff:  
   				if(!talked)	//BubbleWrap
   					if(H.drop_item())
  -						H.visible_message("<span class='danger'>[M] has disarmed [H]!</span>", \
  -										"<span class='userdanger'>[M] has disarmed [H]!</span>")
  +						H.visible_message("<span class='danger'>[M]  [H]!</span>", \
  +										"<span class='userdanger'>[M]  [H]!</span>")
   				playsound(H, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
   				return
   
   
   			playsound(H, 'sound/weapons/punchmiss.ogg', 25, 1, -1)
  -			H.visible_message("<span class='danger'>[M] attempted to disarm [H]!</span>", \
  -							"<span class='userdanger'>[M] attemped to disarm [H]!</span>")
  +			H.visible_message("<span class='danger'>[M]   [H]!</span>", \
  +							"<span class='userdanger'>[M]   [H]!</span>")
   	return
   
   /datum/species/proc/spec_attacked_by(var/obj/item/I, var/mob/living/user, var/def_zone, var/obj/item/organ/limb/affecting, var/hit_area, var/intent, var/obj/item/organ/limb/target_limb, target_area, var/mob/living/carbon/human/H)
  
positive.code: 
  			if("chest")	//Easier to score a stun but lasts less time
  				if(H.stat == CONSCIOUS && I.force && prob(I.force + 10))
  					H.visible_message("<span class='danger'>[H] has been knocked down!</span>", \
  									"<span class='userdanger'>[H] has been knocked down!</span>")
  					H.apply_effect(5, WEAKEN, armor)
  
  				if(bloody)
  
negative.code: 		switch(hit_area)
  			if("head")	//Harder to score a stun but if you do it lasts a bit longer
  				if(H.stat == CONSCIOUS && prob(I.force) && armor < 50)
  					H.visible_message("<span class='danger'>[H]    !</span>", \
  									"<span class='userdanger'>[H]    !</span>")
  					H.apply_effect(20, PARALYZE, armor)
  					if(H != user && I.damtype == BRUTE)
  						ticker.mode.remove_revolutionary(H.mind)
  