anchor.diff:  		force -= 2
   		damtype = BRUTE
   		attack_verb = list("bashed", "smashed", "attacked")
  -		bare_wound_bonus = 10
  +		bare_wound_bonus = 15
   		wound_bonus = -5
   	else
   		force += 2
  
positive.code: 	var/reinforced = FALSE
  	item_flags = ITEM_CAN_PARRY
  	block_parry_data = /datum/block_parry_data/bokken
  	bare_wound_bonus = 10
  	wound_bonus = -5
  
  /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
  
negative.code: 	/* 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 no longer strike while parrying
  	parry_time_perfect = 1.5		// first ds isn't perfect
  	parry_time_perfect_leeway = 1
  	parry_imperfect_falloff_percent = 7.5
  	parry_efficiency_to_counterattack = 100
  	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, 8*2.5 = 20, 9*2.5 = 22.5, 10*2.5 = 25
  
  /obj/item/melee/bokken/Initialize()
  	. = ..()
  