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@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>.

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/hide on a channel that is hide_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.

@clock/join Public=flag^wizard
@clock/speak Public=!flag^gagged
@clock/mod Secret=#123
@clock/speak Public=

::: seealso