Difference between revisions of "A sample Legend Area"

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Latest revision as of 21:45, 24 April 2020

This is an example of Legend's building format. It is not a real area in the game or will it ever be. It was built specifically as a tutorial for new builders. We were asked if people could see what kind of programming skills were required by a builder so they could better judge if it was something they felt competent to do.

Please note that this is by no means a complete representation of what an area for Legend usually includes. However, it should illustrate that the majority of it is fill-in-the-blank database construction with the only "programming skill" being setting up acts, wherein familiarity with mud commands and setting up client triggers would be helpful.

Also, this sample file is offered without explanation of what all the numbers and formatting means.

#VERSION 2
#AREA <yourname>~
0 0 0 0 0 <today's date>~

#HELPS
-1 SAMPLE_AREA~
This is my sample area. I am learning how to build an area.
~
0 $~

/* Random Townspeople Names */
#define SAMPLE_NAME_MARY      1
#define SAMPLE_NAME_LOUISA    2
#define SAMPLE_NAME_KATHY     4
#define SAMPLE_NAME_ANNIE     8
#define SAMPLE_NAME_BETSY    16
#define SAMPLE_NAME_JOHN     32
#define SAMPLE_NAME_PAUL     64
#define SAMPLE_NAME_GEORGE  128
#define SAMPLE_NAME_MICHAEL 256
#define SAMPLE_NAME_PETER   512

#ROOMS
#40000
Map Room~
This room shows a map of our sample area on the wall.
~
40000 LIGHT 0
E
map wall~
.
	12  10       6 - 7        
	 |   |       |   |          
 1 - 2 - 3 - 4 - 5   8           
	 |       |                   
	11       9     

~
S
#40001 H                            
Main Street~
A quiet street leads east toward a small town.
~
40000 NOTHING 2
NO_WEST  // to leave this open for connections later
De
The street continues into town that way.
~
the street~
street~
NODOOR -1 40002
E
town~
The town seems small but inviting.
~
S
#40002                             
Main Street~
The general store is to the north and 
the bakery is to the south of this
room and the street continues east 
and west.
~
40000 HAS_ACTS 2
Dn
A door opens into the general store.
~
the general store~
door store~
ISDOOR|CLOSED -1 40012
De
The street continues into town that way.
~
the street~
street~
NODOOR -1 40003
Ds
The bakery door guards many smells.
Cakes, pies and cookies line the window.
~
the bakery~
door bakery~
ISDOOR|CLOSED -1 40011
Dw
The street continues into town that way.
~
the street~
street~
NODOOR -1 40001
E
cake cakes pie pies cookie cookies~
Your mouth waters just looking at them.
~
S
ACTS
ROOMACT_ACT "inhales deeply, taking in the smells around" {
call_proc 666
echo_to $N A delicious aroma fills the air.
echo_to $N Your mouth begins to water.
echo_to $N The bakery beckons you inside.
}
ENDACTS
#0

#HOUSING
#40000
$N's House~
house~
The plaster walls of this humble London townhouse are interrupted only by the
broad windowsills and wavy glass that open out to the outside. Cheery petunias
and ferny grasses grow out of the flowerpots outside the window--no self-
respecting Londoner would be without their small garden! Although the townhouse
is cramped, it has its dignity, after all.
~
INDOORS|LIGHT 1
PRIMARY|GROUND_ONLY
40001  0 0 0  0 0 0  0 0 0
250000 2500
1
a wooden door~
wooden door~
It looks plainly made.~
1 4500 450 ISDOOR|CLOSED|LOCKED|TIMED_PICK|LOCK_LEVEL 45
0
#40001
A Bedroom~
bedroom~
The plaster walls here are delicately painted in tiny figures of fairies 
cavorting in flowers, twined 'round with vines and fruit. Clearly this is a 
bedroom. There is not much natural light, but the room is relatively spacious, 
as room in this house go.
~
INDOORS|LIGHT|INN 1
SECONDARY|NO_ADDITIONS
40001  0 0 0  0 0 0  0 0 0
150000 1500
1
a wooden door~
wooden door~
It looks plainly made.~
1 4500 450 ISDOOR|CLOSED|LOCKED|TIMED_PICK|LOCK_LEVEL 45
1
1707 // comfortable bed
#40002
$N's Shop~
shop~
A stout wooden counter cuts the room into a larger and a smaller portion. It is
a solid piece of craftsmanship, and along the front side it has the name of this
establishment burned into the wood. Behind it range a series of shelves on which
a variety of non-perishable wares rest. Someone is diligent about dusting, for
the shop as a whole has an air of cleanliness. The main space holds a cavalcade
of tables and shelving so that the most enticing wares might be displayed openly
for shoppers to feast their eyes on and perhaps touch longingly, their fingers
drifting over what they cannot afford.
~
INDOORS|LIGHT 1
PRIMARY|GROUND_ONLY
40001 0 0 0 0 0 0 0 0 0
250000 2500
1
a simple door~
simple door~
It looks plainly made.~
1 4500 450 ISDOOR|CLOSED|LOCKED|LOCK_LEVEL 45
1
1732 // countertop
#40003
An Office~
office~
Businesslike and professional, this office is the refuge of that newly risen 
social class, the man of business. A minimum of shelving for books, of course,
since it would not do to seem too educated and uppity; yet plenty of room for
loose papers, files, folders, and the omnipresent leather case, for the man
of business must seem diligent, serious, and concerned with every last detail.
The last element is of course the heavy wooden chair, with leather seat and
backing, which sits behind the desk, ready to be occupied.
~
INDOORS|LIGHT|INN 1
SECONDARY|NO_ADDITIONS
40001  0 0 0  0 0 0  0 0 0
150000 1500
1
a wooden door~
wooden door~
It looks plainly made.~
1 4500 450 ISDOOR|CLOSED|LOCKED|TIMED_PICK|LOCK_LEVEL 45
1
1729 // 1729 desk
#40010
Below a Man Hole~
man_hole~
It appears as if an exit up to street level is here.
~
INDOORS 1
PRIMARY|UNDERGROUND
40002  0 0 0  0 0 0  0 0 0
250000 2500
1
a man hole cover~
cover man hole cover~
It's round and made of rusty iron.
~
1 4500 450 ISDOOR|CLOSED|LOCKED|TIMED_PICK|LOCK_LEVEL 45
0
#40011
In the Sewers~
sewer~
Dank, dark and rather rank, you are trudging through sludge that originated who
knows where.
~
INDOORS 1
SECONDARY|UNDERGROUND
40002  0 0 0  0 0 0  0 0 0
150000 1500
0
0
#0

#HOUSE_ZONES
#40001 3 // Houses and shops 
40001    //   along the street
40003
40004
#40002 1 // The Sewers
40002
#0

#MOBPROCS
#40000 {
_comment Female Townspeople Name Bits
_set_bit $v $$SAMPLE_NAME_MARY
_set_bit $v $$SAMPLE_NAME_LOUISA
_set_bit $v $$SAMPLE_NAME_KATHY
_set_bit $v $$SAMPLE_NAME_ANNIE
_set_bit $v $$SAMPLE_NAME_BETSY
_comment Male Townspeople Name Bits
_set_bit $v $$SAMPLE_NAME_JOHN
_set_bit $v $$SAMPLE_NAME_PAUL
_set_bit $v $$SAMPLE_NAME_GEORGE
_set_bit $v $$SAMPLE_NAME_MICHAEL
_set_bit $v $$SAMPLE_NAME_PETER
}
#40001 {
_comment This procedure exits an act if the mob is fighting.  
_if [is_fight($n)] (
 emote looks too distracted right now.
 _exit
)
}
#0

#MOBILES
#40000 IA                            
daemon control~
a control daemon~
A control daemon is here being bossy.
~
Just another nondescript automaton.
~
INHERITS
MOB: $$Immort_Level_01
ENDINHERITS
ALTERATIONS
Flags: SENTINEL|WIZINVIS|HAS_ACTS
Sex: male
ENDALTERATIONS
ACTS
ACT_LOAD {
/* NOTE:  sets all variables to 0 and initializes string variables */
_set_variable $v number 0
_set_variable $R number 0
_call_proc 40000 // This sets all the names as available
}
ACT_MTELL_TURBO "GET_SAMPLE_NAME" {
_switch_vict                                  // get mteller as $N
_if ![is_valid($N)] (
 _break
)
_if [eval_vs_constant($v) = 0] (               // If no names available
 _break                                       // load with no changes.
)                                              // Otherwise, randomly pick a
_function $R = RAND 1 10                       // name to use & set all info
_if [eval_vs_constant($R) = 1] (               // on the mob and then break.
 _if [bit_is_set($v, $$SAMPLE_NAME_MARY )] (  // Notice the space after the define!
   _remove_bit $v $$SAMPLE_NAME_MARY         
   _mset $N name Mary old woman person townsperson
   _mset $N short Old Mary
   _mset $N long Old Mary is here, mumbling.
   _mset $N sex 2
   _break
 )
 _mtell $n GET_SAMPLE_NAME                   // If the name's not available
 _break                                      // try again picking a new number
)
_if [eval_vs_constant($R) = 2] (
 _if [bit_is_set($v, $$SAMPLE_NAME_LOUISA)] (
   _remove_bit $v $$SAMPLE_NAME_LOUISA
   _mset $N name Louisa young lady person townsperson
   _mset $N short young Louisa
   _mset $N long A young lady is here, looking pretty.
   _mset $N sex 2
   _break
 )
 _mtell $n GET_SAMPLE_NAME
 _break
)
_if [eval_vs_constant($R) = 3] (
 _if [bit_is_set($v, $$SAMPLE_NAME_KATHY)] (
   _remove_bit $v $$SAMPLE_NAME_KATHY
   _mset $N name Kathy person townsperson
   _mset $N short Kathy
   _mset $N long Kathy is here, milling about aimlessly. 
   _mset $N sex 2
   _break
 )
 _mtell $n GET_SAMPLE_NAME
 _break
)
_if [eval_vs_constant($R) = 4] (
 _if [bit_is_set($v, $$SAMPLE_NAME_ANNIE)] (
   _remove_bit $v $$SAMPLE_NAME_ANNIE
   _mset $N name Annie maid girl servant person townsperson
   _mset $N short Annie the maid
   _mset $N long Annie the maid, is here, looking bored.
   _mset $N sex 2
   _break
 )
 _mtell $n GET_SAMPLE_NAME
 _break
)
_if [eval_vs_constant($R) = 5] (
 _if [bit_is_set($v, $$SAMPLE_NAME_BETSY)] (
   _remove_bit $v $$SAMPLE_NAME_BETSY
   _mset $N name Betsy person townsperson
   _mset $N short Betsy
   _mset $N long Betsy is here, all the way from Pike.
   _mset $N sex 2
   _break
 )
 _mtell $n GET_SAMPLE_NAME
 _break
)
_if [eval_vs_constant($R) = 6] (
 _if [bit_is_set($v, $$SAMPLE_NAME_JOHN)] (
   _remove_bit $v $$SAMPLE_NAME_JOHN
   _mset $N name John tourist person townsperson
   _mset $N short John the tourist
   _mset $N long John is here, dressed in a garish hawaiian shirt.
   _mset $N sex 1
   _break
 )
 _mtell $n GET_SAMPLE_NAME
 _break
)
_if [eval_vs_constant($R) = 7] (
 _if [bit_is_set($v, $$SAMPLE_NAME_PAUL)] (
   _remove_bit $v $$SAMPLE_NAME_PAUL
   _mset $N name Paul person townsperson
   _mset $N short Paul
   _mset $N long Paul is here, looking about for Louisa.
   _mset $N sex 1
   _break
 )
 _mtell $n GET_SAMPLE_NAME
 _break
)
_if [eval_vs_constant($R) = 8] (
 _if [bit_is_set($v, $$SAMPLE_NAME_GEORGE)] (
   _remove_bit $v $$SAMPLE_NAME_GEORGE
   _mset $N name George bum person townsperson
   _mset $N short George the bum
   _mset $N long George is here looking for handouts.
   _mset $N sex 1
   _break
 )
 _mtell $n GET_SAMPLE_NAME
 _break
)
_if [eval_vs_constant($R) = 9] (
 _if [bit_is_set($v, $$SAMPLE_NAME_MICHAEL)] (
   _remove_bit $v $$SAMPLE_NAME_MICHAEL
   _mset $N name Michael important person townsperson
   _mset $N short Michael
   _mset $N long Michael is here looking important.
   _mset $N sex 1
   _break
 )
 _mtell $n GET_SAMPLE_NAME
 _break
)
_if [eval_vs_constant($R) = 10] (
 _if [bit_is_set($v, $$SAMPLE_NAME_PETER)] (
   _remove_bit $v $$SAMPLE_NAME_PETER
   _switch_vict  // get mteller as $N
   _mset $N name Peter person townsperson
   _mset $N short Peter
   _mset $N long Peter is here, milling about aimlessly.
   _mset $N sex 1
   _break
 )
 _mtell $n GET_SAMPLE_NAME
)
}
ACT_MTELL_TURBO "SAMPLE_NAME_FREE" {  // Reset names as available
_if [name($N) = "Mary"] (           // When that mob dies.
 _set_bit $v $$SAMPLE_NAME_MARY
 _break
)
_if [name($N) = "Louisa"] (
 _set_bit $v $$SAMPLE_NAME_LOUISA
 _break
)
_if [name($N) = "Kathy"] (
 _set_bit $v $$SAMPLE_NAME_KATHY
 _break
)
_if [name($N) = "Annie"] (
 _set_bit $v $$SAMPLE_NAME_ANNIE
 _break
)
_if [name($N) = "Betsy"] (
 _set_bit $v $$SAMPLE_NAME_BETSY
 _break
)
_if [name($N) = "John"] (
 _set_bit $v $$SAMPLE_NAME_JOHN
 _break
)
_if [name($N) = "Paul"] (
 _set_bit $v $$SAMPLE_NAME_PAUL
 _break
)
_if [name($N) = "George"] (
 _set_bit $v $$SAMPLE_NAME_GEORGE
 _break
)
_if [name($N) = "Michael"] (
 _set_bit $v $$SAMPLE_NAME_MICHAEL
 _break
)
_if [name($N) = "Peter"] (
 _set_bit $v $$SAMPLE_NAME_PETER
)
}
ENDACTS
#40001 EIA
person townsperson Mary Louisa Kathy Annie Betsy John Paul George Michael Peter~
a townsperson~
A townsperson is here.
~
This man looks very similar to every other man in town.
~
This woman looks very similar to every other woman in town.
~
INHERITS
MOB: $$LEVEL_11
ENDINHERITS
ALTERATIONS
Flags: STAY_AREA|HAS_ACTS
ENDALTERATIONS
ACTS
ACT_LOAD {
// Regardless if a name is picked or not switch
// the active extra description if mob is female,
// otherwise uses default description for males.
_if [sex($n) = 2] (
 _switch_description 1
) 
// message control daemon to pick a name
_mtell 40000 GET_SAMPLE_NAME       
}
ACT_DEATH {
// message control daemon to free up name
_mtell 40000 SAMPLE_NAME_FREE      
}
ACT_ACT "waves a welcome to you." {
_call_proc 40001 // Exit act if mob is fighting
_call_proc 666   // This is a procedure to check
smile $N         // if the victim is valid
}
ACT_RANDOM 10 {
_call_proc 40001 // Exit act if mob is fighting
emote mills about aimlessly.
}
ENDACTS
#40005 IA                            
innkeeper Bob~
Bob, the innkeeper, ~
Bob is here minding his inn.
~
Bob looks like an average fellow.
~
INHERITS
MOB: $$LEVEL_50
ENDINHERITS
ALTERATIONS
Flags: INNKEEPER|SHOPKEEPER
Affects: NO_INVIS
Sex: male
ENDALTERATIONS
#0

#OBJECTS
#40000
board sample~
the sample board~
A board stands here to hold notes about the sample area.~
BOARD NO_PURGE NO_TAKE
1 1 1 -1
-1 -1 40000
E
board sample notes~
This is a wooden frame holds notes concerning this sample area.

To read a message, type READ SAMPLE .
To write a message on the board, type WRITE SAMPLE .
To end a message, type the @ symbol on a blank line.
To erase an old message of yours, type ERASE SAMPLE 

~
#40003 
well wooden~
the wooden well~
A wooden well sits at the side of the street offering refreshment.~
FOUNTAIN NO_PURGE NO_TAKE
1 1 1 -1
0  0 0 0  0 0 0  0 0 0
E
well wooden~
Dark water sloshes deep within the well.
~
#40011
pie cream~
a cream pie~
A fluffy cream pie has been left here.~
FOOD THROWABLE HOLD
1 2 10 48
food values go here
E
pie cream~
Mounds of fluffy whipped cream sit in this
pie crust just begging to be thrown at someone.
~
#0

#RESETS
#-1
O 40000 40003  Local board in town square
O 40003 40003  well at town square
O  1020 40005  mailbox 
O  1030 40005  welcome board
O  1031 40005  directory
O  1032 40005  news board
S
#4
D 40012 S C  closes south exit from 40012
D 40011 N C  closes north exit from 40011
D 40010 S C  closes south exit from 40010
D 40009 N C  closes north exit from 40009
D 40005 W C  closes west exit from 40005
S
#96
M 40005 40005  Innkeeper in his inn
O   205    -1    shirt
O   209    -1    paints
O   213    -1    shoes
O   256     0     basic food item for sale
O   306     0     basic food item for sale
O   307     0     basic food item  for sale
O   299     0     torch for sale
O   261     0     candle for sale
O  1010     0     notes for sale
O   274     0     waterskin for sale
O    55 40006  table
O   256     1     a loaf of bread on the table 
M 40009 40009  Armorer in the armory
O   205    -1    shirt
O   209    -1    paints
O   213    -1    shoes
O   239     0     basic weapons for sale
O   242     0     basic weapons for sale
O   248     0     basic weapons for sale
O   725     0     basic weapons for sale
O   850     0     basic weapons for sale
O   835     0     basic weapons for sale
O   206     0     basic armor & clothing for sale
O   220     0     basic armor & clothing for sale
O   237     0     basic armor & clothing for sale
O   501     O     arrows for sale
O   502     0     xbow bolts for sale
O   503     0     xbow bolts for sale
O   504     0     xbow bolts for sale
M 40010 40010  Banker in the bank
O   205    -1    shirt
O   209    -1    paints
O   213    -1    shoes
M 40011 40011  Baker in the bakery
O   205    -1    shirt
O   209    -1    paints
O   213    -1    shoes
O   256     0     bread for sale
O   308     0     cake for sale
O 40011     0     cream pies for sale
M 40012 40012  Outfitter in his shop
O   205    -1    shirt
O   209    -1    paints
O   213    -1    shoes
O   262     0     lantern for sale
O   263     0     oil for sale
O   299     0     torch for sale
O   266     0     backpack for sale
O    50     0     bags for sale
O    51     0     boxes for sale
O   261     0     candle for sale
O   274     0     waterskin for sale
O   601     0     roll of bandages for sale
O   201     0     basic armor & clothing for sale
O   211     0     basic armor & clothing for sale
O   232     0     basic armor & clothing for sale
M  7524 40001  dog in street
M  7607 40002  horse in street
M  7542 40003  cat in street
S
#0

#SHOPS
#40005  Innkeeper 
7
256 306 307 299 261 274 1010
140 50
LIGHT|DRINK_CON
0 24 24 24
0 10
#40009  Armorer
13
239 242 248 725 850 835 206 220 237 501 502 503 504
140 50
WEAPON|ARMOR|AMMO
8 19 24 24
0 10
#40011  Baker
3
256 308 40011
FOOD
6 19 24 24
0 10
#40012  Outfitter
12
262 263 299 266 50 51 261 274 601 201 211 232
MISC|LIGHT|CONTAINER|DRINK_CON|WEAPON|ARMOR|AMMO
8 19 24 24
0 10
#0
   
#WEATHER
#40000
WINTER
 Sections: 4
 CLEAR 40
   // Light Section
   30 30 40 N
	 The clouds disappear.~
	 cloudless~
	 A light breeze begins to blow.~
	 The clouds disappear from the night sky.~
	 cloudless and sprinkled with stars~
	 A light breeze begins to blow through the night air.~
   // Medium Section
   30 30 40 N
	 The breeze dies and the air around you is still.~
	 clear~
	 A stiff breeze stirs the air around you.~
	 The breeze dies and the night is still.~
	 clear and starry~
	 A stiff breeze stirs the cool night air around you.~
   // Heavy Section
   30 30 40 N
	 The air around you is calmer as the breeze diminishes in strength.~
	 clear and brisk~
	 A brisk wind begins to blow.~
	 The sounds of the night resume as the breeze diminishes in strength.~
	 clear and brisk and sparkles with bright pinpricks of light~
	 A brisk wind begins to blow.~
   // Extreme Section
   60 40 N
	 The wind dies out to a gentle breeze.~
	 clear and free of clouds~
	 The night wind dies out to a gentle breeze.~
	 clear and free of clouds and the Milky Way can be seen clearly~
 CLOUDS 15
   // Light Section
   30 30 40 N
	 The sky is getting cloudy.~
	 streaked with high, light clouds~
	 With the rising breeze, the clouds begin to coalesce in the sky.~
	 The night sky is getting cloudy.~
	 streaked with light wispy clouds against the night sky~
	 With the rising breeze, the clouds begin to coalesce in the night sky.~
   // Medium Section
   30 30 40 N
	 The breeze shifts and the clouds thin out.~
	 partly cloudy with a light breeze blowing~
	 The clouds billow and become more plump as the breeze shifts.~ 
	 The breeze shifts and the clouds thin out across the night sky.~
	 dark and partly cloudy with a light breeze blowing~
	 The clouds billow in the night sky and become more plump as the breeze shifts.~ 
   // Heavy Section
   30 30 40 N
	 The clouds begin to break up and float their separate ways.~
	 scattered with white fluffy clouds~
	 The winds pick up and the clouds gather, filling the sky.~
	 The clouds begin to break up and float their separate ways across the night sky.~
	 dark and scattered with fluffy clouds~
	 The winds pick up and the clouds gather, filling the night sky.~
   // Extreme Section
   60 40 N
	 The winds shift and the clouds disperse some.~
	 full of white fluffy clouds~
	 The winds shift and the clouds disperse across the night sky.~
	 dark and full of clouds~
 RAIN 25
   // Light Section
   30 30 40 N
	 The sky is getting cloudy.~
	 cloudy~
	 It starts to rain.~
	 The night sky is getting cloudy.~
	 dark and cloudy~
	 It starts to rain.~
   // Medium Section
   30 30 40
	 The rain stops falling.~
	 rainy~
	 It begins to rain harder.~
   // Heavy Section
   30 30 40 N
	 The rains continue to fall around you, but more gently.~
	 grey with a steady rain falling~
	 The wind shifts and the sky opens up in a downpour.~
	 The rains continue to fall around you, but more gently.~
	 dark with a steady rain falling~
	 The wind shifts and the night sky opens up in a downpour.~
   // Extreme Section
   60 40
	 The winds shift and the rain no longer pours down from the skies as hard.~
	 dark and gloomy~
 STORMS 20
   // Light Section
   30 30 40 N
	 The sky is getting cloudy.~
	 cloudy~
	 It starts to rain.~
	 The night sky is getting cloudy.~
	 dark and cloudy~
	 It starts to rain.~
   // Medium Section
   30 30 40
	 The rain stops falling.~
	 rainy~
	 It begins to rain harder.~
   // Heavy Section
   30 30 40 N
	 The rains continue to fall around you, but more gently.~
	 rainy~
	 Lightning flashes across the sky, rolling thunder crashing behind it.~
	 The rains continue to fall around you, but more gently.~
	 rainy~
	 Lightning flashes across the night sky, rolling thunder crashing behind it.~
   // Extreme Section
   60 40 N
	 Lightning flashes in the sky.~
	 lit by flashes of lightning~
	 Lightning flashes in the night sky.~
	 lit by flashes of lightning~
SPRING
 Sections: 4
 CLEAR 45
   // Light Section
   30 30 40 N
	 The clouds disappear.~
	 cloudless~
	 A light breeze begins to blow.~
	 The clouds disappear from the night sky.~
	 cloudless and sprinkled with stars~
	 A light breeze begins to blow through the night air.~
   // Medium Section
   30 30 40 N
	 The breeze dies and the air around you is still.~
	 clear~
	 A stiff breeze stirs the air around you.~
	 The breeze dies and the night is still.~
	 clear and starry~
	 A stiff breeze stirs the night air around you.~
   // Heavy Section
   30 30 40 N
	 The air around you is calmer as the breeze diminishes in strength.~
	 clear and brisk~
	 A brisk wind begins to blow.~
	 The sounds of the night resume as the breeze diminishes in strength.~
	 clear and brisk and sparkles with bright pinpricks of light~
	 A brisk wind begins to blow.~
   // Extreme Section
   60 40 N
	 The wind dies out to a gentle breeze.~
	 clear and free of clouds~
	 The night wind dies out to a gentle breeze.~
	 clear and free of clouds and the Milky Way can be seen clearly~
 CLOUDS 10
   // Light Section
   30 30 40 N
	 The sky is getting cloudy.~
	 streaked with high, light clouds~
	 With the rising breeze, the clouds begin to coalesce in the sky.~
	 The night sky is getting cloudy.~
	 streaked with light wispy clouds against the night sky~
	 With the rising breeze, the clouds begin to coalesce in the night sky.~
   // Medium Section
   30 30 40 N
	 The breeze shifts and the clouds thin out.~
	 partly cloudy with a light breeze blowing~
	 The clouds billow and become more plump as the breeze shifts.~ 
	 The breeze shifts and the clouds thin out across the night sky.~
	 dark and partly cloudy with a light breeze blowing~
	 The clouds billow in the night sky and become more plump as the breeze shifts.~ 
   // Heavy Section
   30 30 40 N
	 The clouds begin to break up and float their separate ways.~
	 scattered with white fluffy clouds~
	 The winds pick up and the clouds gather, filling the sky.~
	 The clouds begin to break up and float their separate ways across the night sky.~
	 dark and scattered with fluffy clouds~
	 The winds pick up and the clouds gather, filling the night sky.~
   // Extreme Section
   60 40 N
	 The winds shift and the clouds disperse some.~
	 full of white fluffy clouds~
	 The winds shift and the clouds disperse across the night sky.~
	 dark and full of clouds~
 RAIN 25
   // Light Section
   30 30 40 N
	 The sky is getting cloudy.~
	 cloudy~
	 It starts to rain.~
	 The night sky is getting cloudy.~
	 dark and cloudy~
	 It starts to rain.~
   // Medium Section
   30 30 40
	 The rain stops falling.~
	 rainy~
	 It begins to rain harder.~
   // Heavy Section
   30 30 40 N
	 The rains continue to fall around you, but more gently.~
	 grey with a steady rain falling~
	 The wind shifts and the sky opens up in a downpour.~
	 The rains continue to fall around you, but more gently.~
	 dark with a steady rain falling~
	 The wind shifts and the night sky opens up in a downpour.~
   // Extreme Section
   60 40
	 The winds shift and the rain no longer pours down from the skies as hard.~
	 dark and gloomy~
 STORMS 20
   // Light Section
   30 30 40 N
	 The sky is getting cloudy.~
	 cloudy~
	 It starts to rain.~
	 The night sky is getting cloudy.~
	 dark and cloudy~
	 It starts to rain.~
   // Medium Section
   30 30 40
	 The rain stops falling.~
	 rainy~
	 It begins to rain harder.~
   // Heavy Section
   30 30 40 N
	 The rains continue to fall around you, but more gently.~
	 rainy~
	 Lightning flashes across the sky, rolling thunder crashing behind it.~
	 The rains continue to fall around you, but more gently.~
	 rainy~
	 Lightning flashes across the night sky, rolling thunder crashing behind it.~
   // Extreme Section
   60 40 N
	 Lightning flashes in the sky.~
	 lit by flashes of lightning~
	 Lightning flashes in the night sky.~
	 lit by flashes of lightning~
SUMMER
 Sections: 4
 CLEAR 45
   // Light Section
   30 30 40 N
	 The clouds disappear.~
	 cloudless~
	 A light breeze begins to blow.~
	 The clouds disappear from the night sky.~
	 cloudless and sprinkled with stars~
	 A light breeze begins to blow through the night air.~
   // Medium Section
   30 30 40 N
	 The breeze dies and the air around you is still.~
	 clear~
	 A stiff breeze stirs the air around you.~
	 The breeze dies and the night is still.~
	 clear and starry~
	 A stiff breeze stirs the cool night air around you.~
   // Heavy Section
   30 30 40 N
	 The air around you is calmer as the breeze diminishes in strength.~
	 clear and brisk~
	 A brisk wind begins to blow.~
	 The sounds of the night resume as the breeze diminishes in strength.~
	 sparkles with bright pinpricks of light~
	 A brisk wind begins to blow.~
   // Extreme Section
   60 40 N
	 The wind dies out to a gentle breeze.~
	 clear and free of clouds~
	 The night wind dies out to a gentle breeze.~
	 clear and free of clouds and the Milky Way can be seen clearly~
 CLOUDS 20
   // Light Section
   30 30 40 N
	 The sky is getting cloudy.~
	 streaked with high, light clouds~
	 With the rising breeze, the clouds begin to coalesce in the sky.~
	 The night sky is getting cloudy.~
	 streaked with light wispy clouds against the night sky~
	 With the rising breeze, the clouds begin to coalesce in the night sky.~
   // Medium Section
   30 30 40 N
	 The breeze shifts and the clouds thin out.~
	 partly cloudy with a light breeze blowing~
	 The clouds billow and become more plump as the breeze shifts.~ 
	 The breeze shifts and the clouds thin out across the night sky.~
	 dark and partly cloudy with a light breeze blowing~
	 The clouds billow in the night sky and become more plump as the breeze shifts.~ 
   // Heavy Section
   30 30 40 N
	 The clouds begin to break up and float their separate ways.~
	 scattered with white fluffy clouds~
	 The winds pick up and the clouds gather, filling the sky.~
	 The clouds begin to break up and float their separate ways across the night sky.~
	 dark and scattered with fluffy clouds~
	 The winds pick up and the clouds gather, filling the night sky.~
   // Extreme Section
   60 40 N
	 The winds shift and the clouds disperse some.~
	 full of white fluffy clouds~
	 The winds shift and the clouds disperse across the night sky.~
	 dark and full of clouds~
 RAIN 15
   // Light Section
   30 30 40 N
	 The sky is getting cloudy.~
	 cloudy~
	 It starts to rain.~
	 The night sky is getting cloudy.~
	 dark and cloudy~
	 It starts to rain.~
   // Medium Section
   30 30 40
	 The rain stops falling.~
	 rainy~
	 It begins to rain harder.~
   // Heavy Section
   30 30 40 N
	 The rains continue to fall around you, but more gently.~
	 grey with a steady rain falling~
	 The wind shifts and the sky opens up in a downpour.~
	 The rains continue to fall around you, but more gently.~
	 dark with a steady rain falling~
	 The wind shifts and the night sky opens up in a downpour.~
   // Extreme Section
   60 40
	 The winds shift and the rain no longer pours down from the skies as hard.~
	 dark and gloomy~
 STORMS 20
   // Light Section
   30 30 40 N
	 The sky is getting cloudy.~
	 cloudy~
	 It starts to rain.~
	 The night sky is getting cloudy.~
	 dark and cloudy~
	 It starts to rain.~
   // Medium Section
   30 30 40
	 The rain stops falling.~
	 rainy~
	 It begins to rain harder.~
   // Heavy Section
   30 30 40 N
	 The rains continue to fall around you, but more gently.~
	 rainy~
	 Lightning flashes across the sky, rolling thunder crashing behind it.~
	 The rains continue to fall around you, but more gently.~
	 rainy~
	 Lightning flashes across the night sky, rolling thunder crashing behind it.~
   // Extreme Section
   60 40 N
	 Lightning flashes in the sky.~
	 lit by flashes of lightning~
	 Lightning flashes in the night sky.~
	 lit by flashes of lightning~
FALL
 Sections: 4
 CLEAR 40
   // Light Section
   30 30 40 N
	 The clouds disappear.~
	 cloudless~
	 A light breeze begins to blow.~
	 The clouds disappear from the night sky.~
	 cloudless and sprinkled with stars~
	 A light breeze begins to blow through the night air.~
   // Medium Section
   30 30 40 N
	 The breeze dies and the air around you is still.~
	 clear~
	 A stiff breeze stirs the air around you.~
	 The breeze dies and the night is still.~
	 clear and starry~
	 A stiff breeze stirs the cool night air around you.~
   // Heavy Section
   30 30 40 N
	 The air around you is calmer as the breeze diminishes in strength.~
	 clear and brisk~
	 A brisk wind begins to blow.~
	 The sounds of the night resume as the breeze diminishes in strength.~
	 clear and brisk and sparkles with bright pinpricks of light~
	 A brisk wind begins to blow.~
   // Extreme Section
   60 40 N
	 The wind dies out to a gentle breeze.~
	 clear and free of clouds~
	 The night wind dies out to a gentle breeze.~
	 clear and free of clouds and the Milky Way can be seen clearly~
 CLOUDS 15
   // Light Section
   30 30 40 N
	 The sky is getting cloudy.~
	 streaked with high, light clouds~
	 With the rising breeze, the clouds begin to coalesce in the sky.~
	 The night sky is getting cloudy.~
	 streaked with light wispy clouds against the night sky~
	 With the rising breeze, the clouds begin to coalesce in the night sky.~
   // Medium Section
   30 30 40 N
	 The breeze shifts and the clouds thin out.~
	 partly cloudy with a light breeze blowing~
	 The clouds billow and become more plump as the breeze shifts.~ 
	 The breeze shifts and the clouds thin out across the night sky.~
	 dark and partly cloudy with a light breeze blowing~
	 The clouds billow in the night sky and become more plump as the breeze shifts.~ 
   // Heavy Section
   30 30 40 N
	 The clouds begin to break up and float their separate ways.~
	 scattered with white fluffy clouds~
	 The winds pick up and the clouds gather, filling the sky.~
	 The clouds begin to break up and float their separate ways across the night sky.~
	 dark and scattered with fluffy clouds~
	 The winds pick up and the clouds gather, filling the night sky.~
   // Extreme Section
   60 40 N
	 The winds shift and the clouds disperse some.~
	 full of white fluffy clouds~
	 The winds shift and the clouds disperse across the night sky.~
	 dark and full of clouds~
 RAIN 25
   // Light Section
   30 30 40
	 The sky is getting cloudy.~
	 cloudy~
	 It starts to rain.~
   // Medium Section
   30 30 40
	 The rain stops falling.~
	 rainy~
	 It begins to rain harder.~
   // Heavy Section
   30 30 40 N
	 The rains continue to fall around you, but more gently.~
	 grey with a steady rain falling~
	 The wind shifts and the sky opens up in a downpour.~
	 The rains continue to fall around you, but more gently.~
	 dark with a steady rain falling~
	 The wind shifts and the night sky opens up in a downpour.~
   // Extreme Section
   60 40 N
	 The winds shift and the rain no longer pours down from the skies as hard.~
	 dark and gloomy~
	 The winds shift and the rain no longer pours down from the night sky as hard.~
	 dark and gloomy~
 STORMS 20
   // Light Section
   30 30 40 N
	 The sky is getting cloudy.~
	 cloudy~
	 It starts to rain.~
	 The night sky is getting cloudy.~
	 dark and cloudy~
	 It starts to rain.~
   // Medium Section
   30 30 40
	 The rain stops falling.~
	 rainy~
	 It begins to rain harder.~
   // Heavy Section
   30 30 40 N
	 The rains continue to fall around you, but more gently.~
	 rainy~
	 Lightning flashes across the sky, rolling thunder crashing behind it.~
	 The rains continue to fall around you, but more gently.~
	 rainy~
	 Lightning flashes across the night sky, rolling thunder crashing behind it.~
   // Extreme Section
   60 40 N
	 Lightning flashes in the sky.~
	 lit by flashes of lightning~
	 Lightning flashes in the night sky.~
	 lit by flashes of lightning~
#0
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