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 as far as how dmg or proc rates are calculated. Luckily these are very easy to adjust, because they likely will need to be after some comparisons with retail.

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 (which matches my retail memories too), 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. I can't find a link now (browser crashed while I had it open) but there was a 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 come close to the ffxiclopedia estimates of 10% and 5% ( http://wiki.ffxiclopedia.org/wiki/Talk:Platinum_Grip_%2B1 ). The usual minimum 5% and max 95% rules for most FFXI things don't seem to apply either, with Twilight Scythe 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 boosted 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). All item I did ARE checking resistances though - you aren't going to land a silence dagger proc as easily on an IT ice elemental as you would on an EP earth elemental, and your fire sword will likely hit for single digits if not zero on a water elemental (when it actually procs).

Some of our existing items seems way off on proc rate but I didn't touch them (yet). I did not do any grips or weapons that require another item like batteries at this time either.

Other thoughts: Please no settings.lua tweaks to these anytime soon, because I need accurate comparisons with retail. Retail itself does have most of these abysmally low, and I'm aiming to match retail by default. Far future, I'm liable to make one myself if I'm still around and these are accurate.

Things I want to be told about: "these proc rate more than/less than retail or Dmg is lower than/higher than retail, here is my data."
Things I will ignore: "These suck they never go off!"
 :)
Fixed rabbits not using Wild Carrot that should be. Family ID issue.
Merge pull request #674 from TeoTwawki/naggy-blu-appeasement

Fixed rabbits not using Wild Carrot that should be for issue #661
CORE: fixed a crash when using certain shields
Merge branch 'master' of https://github.com/DarkstarProject/darkstar
Derp derp default pos for NM so script can actually spawn it instead of placeholder. Sorry, I should have caught that.
SCRIPTS: fixed @hide not persisting across zoning
Merge pull request #675 from TeoTwawki/NMs

Derp derp default pos for NM so script can actually spawn it ...
Missed local'ing a var.
Merge pull request #670 from TeoTwawki/AddEffectWeapons

Implemented ton of additional effect weaponry (around 90 of them, and more coming soon).
Database npc_list.sql event starlight celebration
Jeuno special music
Merge branch 'master' of https://github.com/DarkstarProject/darkstar
CORE: Added missing Pet MP% to pet_sync packet.
Fixed a way old batch replace fail on bottle_of_antacid.lua that nobody reported (or nobody noticed).
Merge pull request #684 from TeoTwawki/master

Fixed a way old batch replace fail on bottle_of_antacid.lua that nobody reported (or nobody noticed).
SCRIPTS: Fixed warp script missing needed requires.
Small zone.h mistake had 2 zones using same ID, luckily, only one of them existed in retail thus far.
Added the new retail zone to zone.h
Merge pull request #686 from TeoTwawki/master

Small zone.h mistake had 2 zones using same ID, luckily, only one of them existed in retail thus far.