anchor.diff:  	L.Weaken(stunforce)
   	L.apply_effect(STUTTER, stunforce)
   
  -	L.visible_message("<span class='danger'>[L] has been stunned with [src] by [user]!</span>")
  +	L.visible_message("<span class='danger'>[L] has been stunned with [src] by [user]!</span>", \
  +							"<span class='userdanger'>You've been stunned with [src] by [user]!</span>")
   	playsound(loc, 'sound/weapons/Egloves.ogg', 50, 1, -1)
   
   	if(isrobot(loc))
  
positive.code: 			user.do_attack_animation(L)
  			baton_stun(L, user)
  		else
  			L.visible_message("<span class='warning'>[L] has been prodded with [src] by [user]. Luckily it was off.</span>")
  			return
  	else
  		..()
  
negative.code: 
  /obj/item/weapon/melee/baton/attack(mob/M, mob/living/user)
  	if(status && (CLUMSY in user.mutations) && prob(50))
  		user.visible_message("<span class='danger'>[user] accidentally hits themself with [src]!</span>", \
  							"<span class='userdanger'>You accidentally hit yourself with [src]!</span>")
  		user.Weaken(stunforce*3)
  		deductcharge(hitcost)
  		return
  