Heh… I actually forgot about this post. Hell, not sure if I have everything in this or not, but here goes...
Ranged Affects:
Currently the affects in the system have single values on them: how much they modify, their level to their %chance of being applied. Well, I propose a change to the structure placed on object indices to allow for RANGES. This would add variability to what is applied, such as having a random chance on the affect or a random modifier. Also, there should be a way to target WHAT the affect applies toward.
To start it off, let's just dive into the new commands for OLC. Information I give will not only deal with the commands, but the affects in general. Some things will not be available to the commands (stated), but usable by the server itself.
addmodifier <target><type><location><#min> <#max> <%min> <%max>[ <min-dur><max-dur>]
addmodifier <target><type><location><#min> <#max> lock <vnum>[ <min-dur><max-dur>]
addflag <target><type><location>'<bitvector>' <on|off|toggle><%min> <%max>[ <min-dur><max-dur>][</max-dur></min-dur></on|off|toggle></bitvector></location></type></target></max-dur></min-dur></vnum></location></type></target></max-dur></min-dur></location></type></target>