Read the instructions below the code for insights. @create weather @link weather = #2 &va weather = num(me) @set weather = VISUAL @set weather = NO_COMMAND &CLOCK weather=12 &CLOCKTIMER weather=@wait me/450=@trigger me/clocktimer;&clock me=add(u(me/clock),1);@switch u(me/clock)=>24,{&clock me=1;&day me=add(u(me/day),1)},{@pemit v(va)=clock tick} &DAY weather=107 &DAYNIGHT weather=0 &credits weather=Coded by Berg@mworlds &DAYNIGHT_NOTE weather=@@The daynight attribute is used to number the sniff and listen attributes in rooms and on players SNIFF0 = the night time smell and the sniff command checks to see if the item or room has that attribute if not pemit's to the player you smell nothing &DAYTICK weather=3 @DESCRIBE weather=weather machine it may need to be triggered still working on that part%r[ansi(hwu,Attributes)]%r[ansi(hr,[edit(lattr(me/*),%b,%r)])] @set weather/DESCRIBE=no_command visual prefixmatch public nearby &LOOKUP weather=u(me/sky[u(me/daytick)] &SKY0 weather=ansi(y,The sun is low in the east the golden rays are warming the world.) &SKY1 weather=ansi(y,The sun is low in the east the golden rays are warming the world.) &SKY10 weather=ansi(hx,The sky is pitch black and the stars are so bright they seem very close and the night mist is thick.) &SKY11 weather=ansi(m,A glimmer of light shows in the east and the stars are not so bright now.) &SKY2 weather=ansi(y,It is mid morning and sun is bright in the east.) &SKY3 weather=ansi(hy,The sun is directly overhead it is a %rbright day.) &SKY4 weather=ansi(y,It is mid afternoon and the sun looks %rlike it is racing to meet the western horizon.) &SKY5 weather=ansi(m,Only half the sun is vissible as it sets%r in the west.) &SKY6 weather=ansi(m,Twilight the golden rays are fading the%r deep blue black in the east heralds the night.) &SKY7 weather=ansi(hx,Stars are filling the sky as night fully%r sets in.) &SKY8 weather=ansi(hx,The sky is black velvet and the diamonds%r of light sparkle brightly.) &SKY9 weather=ansi(hx,The sky is pitch black and the stars are%r so bright they seem very close.) @STARTUP weather=@trigger me/timer;@trigger me/clocktimer @set weather/STARTUP=no_command prefixmatch &TIMER weather=@wait me/900=@trigger me/timer;&daytick me=add(u(me/daytick),1);@switch u(me/daytick)=>11,{&daytick me=0;&clock me=5},{@pemit v(va)=tick};@switch u(me/daytick)=<6,{&daynight me=0},{&daynight me=1};@@this breaks the day into 12 units of 2 IC hours ------------------------------------------------------------------ NOTE above (@pemit v(va)=tick)and(@pemit v(va)=clock tick) need not be there that was just for me to monitor the weather item was running and anyway its does not bother me it seems to be a background thing to me now but if its missing I go check the timers ------------------------------------------------------------------ ------------------------------------------------------------------ command for looking at the sky I made it global "peer" just put it on the weather item or a different item you use for global commands. You can override seeing the sky by adding the attribute &indoors here= NOTE in the following command you need to replace #3 with the dbref of the weather item or "me" if you put it on the weather item ------------------------------------------------------------------ &LOOKUP user commands=$peer:@switch hasattr(%L,indoors)=1,{@pemit %#=U(%L/indoors);@oemit %L/%#=%N looks up.},{@oemit %L/%#=%N peers at the sky.;@pemit %#=[u(#3/lookup)]} ------------------------------------------------------------------ to make a 12 hour clock tower just create the tower and put this in the desc [add(remainder(u(#3/clock),12),1)] my clock tower is amazingly simple Note: again replace the #3 with the dbref of your weather item if you want a 24 hour clock [u(#3/clock)] ------------------------------------------------------------------ @create clock @describe clock=A large stone tower with a clock at the top%rIt is now [add(remainder(u(#3/clock),12),1)] oclock. &credits clock=Coded by Berg@mworlds ------------------------------------------------------------------ I do admit this clock and weather code is way from perfect and there are many things need tuning but I have toiled over it for many days either im too dumb or this code is plane incorrect Use it if you want but don't whine to me about it being faulty ------------------------------------------------------------------ ------------------------------------------------------------------ I also have day and night function on the weather item add to your room desc and room this three lines Note again replacings the #3 with the weather item dbref ------------------------------------------------------------------ in the desc add The torch on the wall is [u(me/lit[u(#3/daynight)])] and to the room add &LIT0 here=[ansi(hx,not lit)] &LIT1 here=[ansi(Xhy,lit)] &credits here=time and weather code by Berg@mworlds