diff --git a/code/modules/jobs/job_types/chaplain/chaplain_vorpal_scythe.dm b/code/modules/jobs/job_types/chaplain/chaplain_vorpal_scythe.dm index 74b1cdcf627..ec484ebe6eb 100644 --- a/code/modules/jobs/job_types/chaplain/chaplain_vorpal_scythe.dm +++ b/code/modules/jobs/job_types/chaplain/chaplain_vorpal_scythe.dm @@ -154,7 +154,7 @@ If the scythe isn't empowered when you sheath it, you take a heap of damage and if(do_after(user, 15 SECONDS * death_knell_speed_mod, target = potential_reaping)) playsound(get_turf(potential_reaping), 'sound/weapons/bladeslice.ogg', 250, TRUE) reaped_head.dismember() - user.visible_message(span_danger("[user] swings the [src] down, slicing [potential_reaping]'s [head_name] clean off! You think the [src] may have grown stronger!"), span_notice("As you perform the death knell on [potential_reaping], the [src] gains power! For a time...")) + user.visible_message(span_danger("[user] swings [src] down, slicing [potential_reaping]'s [head_name] clean off! You think [src] may have grown stronger!"), span_notice("As you perform the death knell on [potential_reaping], [src] gains power! For a time...")) if(potential_empowerment == SCYTHE_SATED) //We don't want actual player heads to go wandering off, but it'll be funny if a bunch of monkeyhuman heads started floating around reaped_head.AddComponent(/datum/component/haunted_item, \ haunt_color = "#7be595", \