anchor.diff:  	origin_tech = "bluespace=4;materials=4"
   	var/usability = 0
   
  +	var/reusable = TRUE
  +	var/spent = FALSE
  +
  +/obj/item/device/soulstone/proc/was_used()
  +	if(!reusable)
  +		spent = TRUE
  +		name = "dull [name]"
  +		desc = "A fragment of the legendary treasure known simply as \
  +			the 'Soul Stone'. The shard lies still, dull and lifeless; \
  +			whatever spark it once held long extinguished."
  +
   /obj/item/device/soulstone/anybody
   	usability = 1
   
   /obj/item/device/soulstone/anybody/chaplain
   	name = "mysterious old shard"
  +	reusable = FALSE
   
   /obj/item/device/soulstone/pickup(mob/living/user)
   	..()
  
positive.code: 			A << "<b>You have been released from your prison, but you are still bound to [user.real_name]'s will. Help them succeed in their goals at all costs.</b>"
  		else if(iscultist(user))
  			A << "<b>You have been released from your prison, but you are still bound to the cult's will. Help them succeed in their goals at all costs.</b>"
  
  ///////////////////////////Transferring to constructs/////////////////////////////////////////////////////
  /obj/structure/constructshell
  
negative.code: 
  /obj/item/device/soulstone/examine(mob/user)
  	..()
  	if(usability || iscultist(user) || iswizard(user) || isobserver(user))
  		user << "<span class='cult'>A soulstone, used to capture souls, either from unconscious or sleeping humans or from freed shades.</span>"
  		user << "<span class='cult'>The captured soul can be placed into a construct shell to produce a construct, or released from the stone as a shade.</span>"
  		if(spent)
  			user << "<span class='cult'>This shard is spent; it is now just \
  				a creepy rock.</span>"
  
  //////////////////////////////Capturing////////////////////////////////////////////////////////
  
  