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 high side on status effects. I do not see anything showing a players int/mnd/matt/macc are involved and with most items reported online as coming in at an average proc rate of 5 to 10 percent I have doubts about lv correction being a factor on all of them so I only did playerLv vs mobLv for 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 (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 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.