anchor.diff:  			var/mob/living/simple_animal/shade/T = target
   			var/obj/item/device/soulstone/C = src
   			if (T.stat == DEAD)
  -				U << "<span class="userdanger">Capture failed!</span>: The shade has already been banished!"
  +				U << "<span class='userdanger'>Capture failed!</span>: The shade has already been banished!"
   			else
   				if(C.contents.len)
  -					U << "<span class="userdanger">Capture failed!</span>: The soul stone is full! Use or free an existing soul to make room."
  +					U << "<span class='userdanger'>Capture failed!</span>: The soul stone is full! Use or free an existing soul to make room."
   				else
   					if(T.name != C.imprinted)
  -						U << "<span class="userdanger">Capture failed!</span>: The soul stone has already been imprinted with [C.imprinted]'s mind!"
  +						U << "<span class='userdanger'>Capture failed!</span>: The soul stone has already been imprinted with [C.imprinted]'s mind!"
   					else
   						T.loc = C //put shade in stone
   						T.status_flags |= GODMODE
  
positive.code: 	S << "Your soul has been captured! You are now bound to [U.name]'s will, help them suceed in their goals at all costs."
  	C.imprinted = "[S.name]"
  	if(vic)
  		U << "<span class="info"><b>Capture successful!</b>:</span> [T.real_name]'s soul has been ripped from their body and stored within the soul stone."
  		U << "The soulstone has been imprinted with [S.real_name]'s mind, it will no longer react to other souls."
  
negative.code: 						Z.cancel_camera()
  						qdel(C)
  			else
  				U << "<span class='userdanger'>Creation failed!</span>: The soul stone is empty! Go kill someone!"
  	return
  
  obj/item/proc/init_shade(var/obj/item/device/soulstone/C, var/mob/living/carbon/human/T, var/mob/U as mob, var/vic = 0)
  