You are in a staff of the heavens
Roughly carved from wood and inlaid with silver, it appears ancient. A large gem is set in the end. The wood grows around the gem, and you wonder where this object came from.
Code
if reacting to arrives then skyarr; if target of init then skyinit; if second of hit then repit; ##repit: set $actor's health to $actor's healthmax; ##skyinit: runsub skyarr; ##skyarr: $h = 0; add $hour to $h; $hhour = "h$h"; $colourlist = "h0=black}1{h1=black}1{h2=navy}1{h3=navy}1{h4=darkslateblue}1{h5=indigo}1{h6=darkorange}1{h7=blue}1{h8=mediumblue}1{h9=dodgerblue}1{h10=deepskyblue}1{h11=darkturquoise}1{h12=turquoise}1{h13=darkturquoise}1{h14=deepskyblue}1{h15=dodgerblue}1{h16=mediumblue}1{h17=blue}1{h18=darkorange}1{h19=indigo}1{h20=darkslateblue}1{h21=navy}1{h22=}1{h23=navy"; manipulate $colourlist get $hhour to $colour"; set $actor's colour to $colour; $morn = $cmt_morning; divide $morn by 100; $eve = $cmt_evening; divide $eve by 100; $eve = 18; if $hour < $morn then skydarken else skyarr2; ##skyarr2: if $hour > $eve then skydarken else skylighten; ##skydarken: if $actor's material like _light_ then skytakelight; $sbeam = 96347; $mbeam = 96350; set $mbeam's loc to 96346; set $sbeam's loc to 96348; print "[$actor] glows softly"; $material = $actor's material; swap $material add _moontime_; set $actor's material to $material; ##skytakelight: $material = $actor's material; swap $material take _light_; set $actor's material to $material; ##skylighten: if $actor's material like _light_ then continue else skyaddlight; set $sbeam's loc to $actor; set $mbeam's loc to 96348; print "[$actor] gleams brightly"; ##skyaddlight: $material = $actor's material; swap $material add _light_; swap $material take _moontime_; set $actor's material to $material;