@channel clock
@channel clock
Section titled “@channel clock”@clock/join <channel>[=<lock>]
@clock/speak <channel>[=<lock>]
@clock/see <channel>[=<lock>]
@clock/hide <channel>[=<lock>]
@clock/mod <channel>[=<lock>]
Channel locks are set with @clock, which is its own command; there is no @channel/clock switch. Each switch names the one lock it sets, and omitting <lock> removes that lock. With no switch at all, @clock sets the join lock. See lock keys for what may go in a <lock>.
- @channel clock locks: the five locks, and who may set them
- @channel clock examples: setting and removing locks
The five locks
Section titled “The five locks”There are five locks:
- join: Restricts who can join the channel
- speak: Restricts who can speak on the channel
- see: Restricts who can see the channel on
@channel/list - hide: Restricts
@channel/hideon a channel that ishide_ok - mod: Restricts who can modify the channel. Passing the mod lock lets you do anything to a channel short of deleting it
A lock is evaluated against the object trying to pass it, exactly as if it had been set on that object.
You may set a channel’s locks if you own it, if you pass its mod lock, or if you are a wizard. A new channel starts with none of the five set, and an unset lock is one everybody passes.
Examples
Section titled “Examples”@clock/join Public=flag^wizard@clock/speak Public=!flag^gagged@clock/mod Secret=#123@clock/speak Public=::: seealso