Typo fix on Sanraku

Fix seal check for tire 4 pop items.
Restore pool ID @gedads overwrote.
Forgot to make certain Chariotbuster/Orc Fighter always pops where Orcish Panzer dies. Also did same deal to Lumber Jack after Weeping Willow dies. They should all spawn in place now instead popping at their default position and then running to where the player killed the first mob.
Merge pull request #659 from Turttle/Sanraku

Typo fix on Sanraku
script den of rancor npcid fix and remove server variable requirement
den of rancor lanterns fix to allow use of lantern stay lit settings
Update Jailer of Faith

Update qm3 hide the ??? on trade complete. Added random pos  for next
qm3 spawn after the Jailer of Faith is killed.
Merge pull request #664 from Turttle/Jailer_of_Faith

Update Jailer of Faith
Merge pull request #662 from TeoTwawki/NMs

Restoring overwritten stuff I already did + Minor NM spawn pos fix
Typo...
Merge pull request #665 from TeoTwawki/NMs

Typo...
CORE: fixed small math error in utils.cpp
Merge branch 'master' of https://github.com/DarkstarProject/darkstar
CORE: fixed an out of bounds write
Fixed the startup command and target directory when building in Release|x86
CORE: general stability/threading issues with zmq sockets
-added a message queue for the main thread to add to instead of calling send directly
-message thread checks queue every 500ms and sends messages from the main thread
SCRIPTS: getMoonPhase -> VanadielMoonPhase
Implemented ton of additional effect weaponry.

Not perfect but should be reasonable, in retail these have pretty low proc rates, and I had very little to go on. Luckily these are very easy to adjust. For extreme level difference scenarios they might be a little on the low side on dmg effects or high side on status effects. Some of our existing items seems way off (see the script for Shiva's Shotel) but I didn't touch them (yet).

There is a lack of online data for melee additional effect gear. BG wiki lists it as an "unsolved mystery".  What little data I can find online suggests lower proc rates than ranged additional effects, that some items proc rates vary and some are static, and at least some HQ items have a slight boost in proc rate compared to NQ items. http://wiki.ffxiclopedia.org/wiki/Talk:Platinum_Grip_%2B1 I can't find a link now (browser crashed while I had it open) but there was a 200 mob parse of plat grip and its +1 showing the HQ as a flat 9 point something % and NQ as 4.9 something % both of which which comes close to the ffxiclopedia estimates of 10% and 5%. The usual minimum 5% and max 95% rules for most FFXI things don't seem to apply either, with twilight Sycth being an estimated 1% (most effects get estimated between 5 and 10, but its almost all eyeballing it).

Some items (Garuda's dagger http://wiki.ffxiclopedia.org/wiki/Garuda%27s_Dagger ) are be influenced by day and weather effects in retail. I do not know if that applies to all items, so I'm only doing it where I see its been recorded as so (probably just a few items like avatar gear).

I did not do any grips or weapons that require another item like batteries at this time either.