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Put material stats in their own manifest, and multiply a form's stats by the weighted average of the material multipliers.
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@ -301,7 +301,7 @@ pub fn attempt_wield(data: &JoinData, update: &mut StateUpdate) {
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{
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update.character = CharacterState::Equipping(equipping::Data {
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static_data: equipping::StaticData {
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buildup_duration: tool.equip_time(item.components()),
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buildup_duration: tool.equip_time(data.msm, item.components()),
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},
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timer: Duration::default(),
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});
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