anchor.diff:  	w_class = WEIGHT_CLASS_BULKY
   	force = 7
   	throwforce = 10
  -	attack_verb = list("attacked", "smacked", "bashed", "smashed", "whacked")
  +	attack_verb = list("bashed", "smashed", "whacked")
   	total_mass = TOTAL_MASS_MEDIEVAL_WEAPON
   	hitsound = 'sound/weapons/grenadelaunch.ogg' // no good wood thunk sounds
   	var/harm = TRUE // TRUE = brute, FALSE = stam
  
positive.code: 	if(harm)
  		force -= 2
  		damtype = BRUTE
  	else
  		force += 2
  		damtype = STAMINA
  	to_chat(user, "<span class='notice'>[src] is now [harm ? "harmful" : "not quite as harmful"].</span>")
  
  /obj/item/melee/bokken/attackby(obj/item/I, mob/living/user, params)
  
negative.code: 	item_flags = ITEM_CAN_PARRY
  	block_parry_data = /datum/block_parry_data/bokken
  
  /datum/block_parry_data/bokken // fucked up parry data, emphasizing quicker, shorter parries
  	parry_time_windup = 0
  	parry_time_active = 10
  	parry_time_spindown = 0
  	// we want to signal to players the most dangerous phase, the time when automatic counterattack is a thing.
  	/* parry_time_windup_visual_override = 1
  	parry_time_active_visual_override = 3
  	parry_time_spindown_visual_override = 12 */
  	parry_flags = PARRY_DEFAULT_HANDLE_FEEDBACK		// bokken users can still strike while parrying
  	parry_time_perfect = 1.5		// first ds isn't perfect
  	parry_time_perfect_leeway = 1
  	parry_imperfect_falloff_percent = 5
  	parry_efficiency_to_counterattack = 90
  	parry_efficiency_considered_successful = 65		// VERY generous
  	parry_efficiency_perfect = 120
  	parry_failed_stagger_duration = 3 SECONDS
  	// parry_cooldown = 0.5 SECONDS // most of this items strength *is* in parrying...
  	parry_data = list(PARRY_COUNTERATTACK_MELEE_ATTACK_CHAIN = 2.5) // 7 * 2.5 = 17.5 or 8 * 2.5 = 20. hopefully balanced by needing a parry and all that.
  
  /obj/item/melee/bokken/Initialize()
  