anchor.diff:  /obj/item/clothing/suit/armor/reactive/stealth
   	name = "reactive stealth armor"
   	desc = "An experimental suit of armor that renders the wearer invisible on detection of imminent harm, and creates a decoy that runs away from the owner. You can't fight what you can't see."
  -	cooldown_message = "<span class='danger'>The reactive stealth system activates, but is not charged enough to fully cloak!</span>"
  -	emp_message = "<span class='warning'>The reactive stealth armor's threat assessment system crashes...</span>"
  +	cooldown_message = span_danger("The reactive stealth system activates, but is not charged enough to fully cloak!")
  +	emp_message = span_warning("The reactive stealth armor's threat assessment system crashes...")
   	///when triggering while on cooldown will only flicker the alpha slightly. this is how much it removes.
   	var/cooldown_alpha_removal = 50
   	///cooldown alpha flicker- how long it takes to return to the original alpha
  
positive.code: 	icon = 'icons/obj/clothing/suits.dmi'
  	w_class = WEIGHT_CLASS_BULKY
  
  /obj/item/reactive_armour_shell/attackby(obj/item/I, mob/user, params)
  	..()
  	var/static/list/anomaly_armour_types = list(
  		/obj/effect/anomaly/grav = /obj/item/clothing/suit/armor/reactive/repulse,
  
negative.code: /obj/item/clothing/suit/armor/reactive/table
  	name = "reactive table armor"
  	desc = "If you can't beat the memes, embrace them."
  	cooldown_message = span_danger("The reactive table armor's fabricators are still on cooldown!")
  	emp_message = span_danger("The reactive table armor's fabricators click and whirr ominously for a moment...")
  	var/tele_range = 10
  
  /obj/item/clothing/suit/armor/reactive/table/reactive_activation(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
  