Awesome, very helpful, thanks!
From what I understand, I need to make a new potion entry like so:
[code]new entry "Status_BleedCoating"
type "Weapon"
data "ModifierType" "Item"
data "Damage Type" "Piercing"
data "Damage" "1"
data "Damage Range" "5"
data "DamageFromBase" "40"[/code]
Using Piercing as damage type since there's not a "bleeding" option, this should effectively make the weapon its applied to do a simulated bleeding status? Is there a way to make it apply the Bleeding status instead of dealing damage outside from scripting?