Bright

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The bright command tells you how much light people or objects emit. Used by itself, it tells you the ambient light level.

You can also use it to check surrounding rooms with: "bright exit <exit name>" or compare the illumination of several items with "bright <object> against <object(s)>".

Sight modifiers

Brightness is subjective: performing Dark Sight causes the command to show rooms as being brighter than normal.

Wearing a bronze helm doesn't change the apparent brightness, but it does make you more light sensitive. While wearing it, you become effectively blind somewhere in the "very brightly lit" range instead of the "too brightly lit to see clearly" range.

Wearing dwarfish goggles prevents you from being blinded when you would otherwise be unable to see because it is too bright.

Having a higher adventuring.perception allows you to see in darker areas.research

Ambient light

Mudlib-unconf.gif This section contains formulae or data from the distribution mudlib. This information may be several years out of date, so needs to be verified as correct. You can help by performing research to validate it.

Information from the mudlib shows that the suggested light levels are the following:

Description Light level
Magically darkened room < 0
Absolutely dark room 0
Standard dark room 5
Dimly lit room 20
Mine shaft with candles 30
Partially lit room 50
Well lit room 60
Shaded forest 60
Brightly lit room 80
Direct Sunlight 100
Explosion or flash 200+

The different races are supposed to have the following light ranges, but this is not implemented in the mudlib.

Description Light level range
Human 50-300
Elf 5-200
Dwarf 5-200
Troll 5-100
Gnome 5-150

Instead, the mudlib defines thresholds based on humans used for everyone, since all players are human:

Description Thresholds limit Variable name
in pitch darkness < 10 THRESHOLDS[ 0 ]
in near darkness < 30 THRESHOLDS[ 1 ]
too bright to see clearly > 200 THRESHOLDS[ 2 ]
too bright to see > 300 THRESHOLDS[ 3 ]

The ambient light levels are defined as follows in the code to bright:

Normalized range Range for humans Message Comment
< 0 < 0 in the darkness that lies beyond darkness. Negative lighting!
< THRESHOLDS[ 0 ] 0 - 9 in pitch darkness Much harder to see.
< THRESHOLDS[ 1 ] 10 - 29 in near darkness Harder to see.
0 - 5 30 - 40 very poorly lit
6 - 10 41 - 48 poorly lit
11 - 20 49 - 65 dimly lit
21 - 30 66 - 82 quite well lit
31 - 40 83 - 99 well lit
41 - 50 100 - 116 brightly lit
51 - 100 117 - 200 very brightly lit
> THRESHOLDS[ 2 ] 201 - 300 too brightly lit to see clearly Harder to see.
> THRESHOLDS[ 3 ] > 300 too brightly lit to see Much harder to see.

The output of bright normally starts with the short name of the room (as in glance):

<Room's short name> is

If the light is not bright enough (below 10 or between 10 and 29 to a lesser degree) to recognize the room instead it starts with:

Wherever you are, it's

If the light is too bright (above 300 or between 201 and 300 to a lesser degree) to recognize the room instead it starts with:

Something is

Yourself and objects

Mudlib-unconf.gif This section contains formulae or data from the distribution mudlib. This information may be several years out of date, so needs to be verified as correct. You can help by performing research to validate it.

The amount of light you emit depends on the light sources you're carrying, and whether you're under the effects of the Light ritual.

The levels of illumination are:

Normalized range Range for humans Message
< 0 < 0 <are/is> dark beyond darkness.
0 0 produce<s> no light at all.
< THRESHOLDS[ 0 ] 1 - 9 produce<s> a faint light.
< THRESHOLDS[ 1 ] 10 - 29 produce<s> a bit of light.
0 - 24 30 - 72 produce<s> quite a bit of light.
25 - 49 73 - 114 <are/is> very bright.
50 - 100 115 - 200 <are/is> extremely bright.
> THRESHOLDS[ 2 ] 201 - 300 <are/is> so bright it hurts to look.
> THRESHOLDS[ 3 ] > 300 <are/is> so bright you can't bear to look.

Balsa wands

Balsa wands can be used to make any item a permanent source of light, unless the item is destroyed or otherwise changed in a way that makes this effect lost. Using stable items is recommended, or at least test the change after one zap to see if it remains.

Each successful zap adds some light to the object, enough so that five successful zaps without any failure in between make the item produce quite a bit of light.

If at any time a balsa wand is zapped at an item but the player fails the skillcheck, then some of the light that the item produces is removed. The amount of light can never go below zero (no darklights).

See also

External links