Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

[MIRROR] Fixes some grammar on vorpal scythe execute #2793

Merged
merged 1 commit into from
Apr 10, 2024
Merged
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
Original file line number Diff line number Diff line change
Expand Up @@ -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", \
Expand Down
Loading