In the Lima mudlib, zero is dark, and anything positive is light. Exactly how bright anything is is completely ignored. As long as there is a light source in the room, you can see; if there isn't, you can't. Much more complex systems are indeed possible. In fact, it is not particularly hard to do something more complex since almost all of the code involved is in /std/object/light (most of the rest is in /std/object/move and /std/container). The rationale for *not* doing it is that it doing a *good* job of implementing a complex multi-level light system isn't particularly simple, and in our opinion adds little to the game. For that reason, we've gone with something simple, yet functional. -Beek