anchor.diff:  		if(uses_alloy)
   			user << "<span class='alloy'>It has [stored_alloy]/[max_alloy] units of liquified alloy stored.</span>"
   			user << "<span class='alloy'>Use it on a Tinkerer's Cache, strike it with Replicant Alloy, or attack Replicant Alloy with it to add additional liquified alloy.</span>"
  +			user << "<span class='alloy'>Use it in-hand to remove stored liquified alloy.</span>"
  +
  +/obj/item/clockwork/clockwork_proselytizer/attack_self(mob/living/user)
  +	if(is_servant_of_ratvar(user) && uses_alloy)
  +		if(!can_use_alloy(REPLICANT_ALLOY_UNIT))
  +			user << "<span class='warning'>[src] [stored_alloy ? "Lacks enough":"Contains no"] alloy to reform[stored_alloy ? "":" any"] into solidified alloy!</span>"
  +			return
  +		modify_stored_alloy(-REPLICANT_ALLOY_UNIT)
  +		playsound(src, 'sound/items/Deconstruct.ogg', 50, 1)
  +		new/obj/item/clockwork/component/replicant_alloy(user.loc)
  +		user << "<span class='brass'>You force [stored_alloy ? "some":"all"] of the alloy in [src]'s compartments to reform and solidify. \
  +		It now contains [stored_alloy]/[max_alloy] units of liquified alloy.</span>"
   
   /obj/item/clockwork/clockwork_proselytizer/attackby(obj/item/I, mob/living/user, params)
   	if(istype(I, /obj/item/clockwork/component/replicant_alloy) && is_servant_of_ratvar(user) && uses_alloy)
  -		if(stored_alloy + REPLICANT_ALLOY_UNIT >= max_alloy)
  +		if(!can_use_alloy(-REPLICANT_ALLOY_UNIT))
   			user << "<span class='warning'>[src]'s replicant alloy compartments are full!</span>"
   			return 0
   		modify_stored_alloy(REPLICANT_ALLOY_UNIT)
  +		playsound(user, 'sound/machines/click.ogg', 50, 1)
   		user << "<span class='brass'>You force [I] to liquify and pour it into [src]'s compartments. It now contains [stored_alloy]/[max_alloy] units of liquified alloy.</span>"
   		user.drop_item()
   		qdel(I)
  
positive.code: 	w_class = 3
  	force = 5
  	flags = NOBLUDGEON
  	var/stored_alloy = 0 //Requires this to function; each chunk of replicant alloy provides 10 charge
  	var/max_alloy = REPLICANT_ALLOY_UNIT * 10
  	var/uses_alloy = TRUE
  	var/metal_to_alloy = FALSE
  
negative.code: 	return
  
  /obj/structure/clockwork/wall_gear/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
  	return list("operation_time" = 10, "new_obj_type" = /obj/effect/overlay/temp/ratvar/beam/itemconsume, "alloy_cost" = -REPLICANT_WALL_MINUS_FLOOR, "spawn_dir" = SOUTH)
  
  /obj/item/clockwork/alloy_shards/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
  	return list("operation_time" = 5, "new_obj_type" = /obj/effect/overlay/temp/ratvar/beam/itemconsume, "alloy_cost" = -REPLICANT_STANDARD, "spawn_dir" = SOUTH)
  
  /obj/item/clockwork/component/replicant_alloy/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
  	return list("operation_time" = 0, "new_obj_type" = /obj/effect/overlay/temp/ratvar/beam/itemconsume, "alloy_cost" = -REPLICANT_ALLOY_UNIT, "spawn_dir" = SOUTH)
  