anchor.diff:  				var/targethallu = H.hallucination
   				var/targetdruggy = H.druggy
   				if(distance >= 4 && prob(falloff_distance))
  -					H << "<span class='sevtug_small'>[text2ratvar(pick(mania_messages))]</span>"
  +					H << "<span class='sevtug_small'>(pick(mania_messages))</span>"
   				H.playsound_local(T, hum, sound_distance, 1)
   				switch(distance)
   					if(2 to 3)
   						if(prob(falloff_distance))
   							if(prob(falloff_distance))
  -								H << "<span class='sevtug_small'>[text2ratvar(pick(mania_messages))]</span>"
  +								H << "<span class='sevtug_small'>(pick(mania_messages))</span>"
   							else
  -								H << "<span class='sevtug'>[text2ratvar(pick(compel_messages))]</span>"
  +								H << "<span class='sevtug'>(pick(compel_messages))</span>"
   						if(targetbrainloss <= 50)
   							H.adjustBrainLoss(50 - targetbrainloss) //got too close had brain eaten
   						if(targetdruggy <= 100)
  
positive.code: 	break_message = "<span class='warning'>The obelisk falls to the ground, undamaged!</span>"
  	debris = list(/obj/item/clockwork/alloy_shards/small = 3, \
  	/obj/item/clockwork/component/hierophant_ansible/obelisk = 1)
  	var/hierophant_cost = 50 //how much it costs to broadcast with large text
  	var/gateway_cost = 2000 //how much it costs to open a gateway
  	var/gateway_active = FALSE
  
  
negative.code: 						if(targetbrainloss <= 99)
  							if(prob(falloff_distance))
  								if(prob(falloff_distance))
  									H << "<span class='sevtug'>(pick(compel_messages))</span>"
  								else if(prob(falloff_distance))
  									H << "<span class='sevtug'>(pick(close_messages))</span>"
  								else
  									H << "<span class='sevtug_small'>(pick(mania_messages))</span>"
  							H.adjustBrainLoss(99 - targetbrainloss)
  						if(targetdruggy <= 150)
  							H.adjust_drugginess(15)
  