anchor.diff:  	if(M.ckey == lastuser)
   		bonus = 10 //Give some other people a chance, hog.
   
  -	if(cooldown > world.time - (30 + bonus))
  +	if(next_use - bonus > world.time )
   		return 0 //No feedback here, hiding the cooldown a little makes it harder to tell who's really picking letters.
   
   	//lighting check
  
positive.code: 	density = 1
  	anchored = 0
  	var/virgin = 1
  	var/cooldown = 0
  	var/planchette = "A"
  	var/lastuser = null
  
  
negative.code: 		virgin = 0
  		notify_ghosts("Someone has begun playing with a [src.name] in [get_area(src)]!", source = src)
  
  	planchette = input("Choose the letter.", "Seance!") as null|anything in list("A","B","C","D","E","F","G","H","I","J","K","L","M","N","O","P","Q","R","S","T","U","V","W","X","Y","Z")
  	if(!planchette || !Adjacent(M) || next_use > world.time)
  		return
  	add_logs(M, src, "picked a letter on", " which was \"[planchette]\".")
  	next_use = world.time + rand(30,50)
  	lastuser = M.ckey
  	//blind message is the same because not everyone brings night vision to seances
  	var/msg = "<span class='notice'>The planchette slowly moves... and stops at the letter \"[planchette]\".</span>"
  	visible_message(msg,"",msg)
  
  /obj/structure/spirit_board/proc/spirit_board_checks(mob/M)
  	//cooldown
  