Help @Clock

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help @clock

@CLOCK
 @clock/join <channel> [= <key>]
 @clock/speak <channel> [= <key>]
 @clock/see <channel> [= <key>]
 @clock/hide <channel> [= <key>]
 @clock/mod <channel> [= <key>]

 The @clock command modifies the a lock on a chat channel if the
 extended chat system is in use. If no key is specified, the
 lock is unlocked. Evaluation locks will not work with @clock. 
 See help @clock2 for information on using indirect locks.

 The "join" lock restricts who can join the channel.
 The "speak" lock restricts who can speak to the channel.
 The "see" lock restricts who can see the channel on @channel/list
 The "hide" lock restricts @channel/hide if the channel is hide_ok.
 The "mod" lock restricts who can modify the channel. If you pass the
 mod lock on the channel, you can do anything short of deleting it.

 When new channels are added, the mod lock is set to the creator/owner,
 and all other locks are unlocked.

 See help @clock2 for how to use indirect locks to lock a channel to
 anything.


@CLOCK2
If user-defined locks are available, you can use indirect @clocks
to lock a channel to a lock of any type (including evaluation locks)
on a VISUAL object. This channel can only be joined by an UNFINDABLE player:

 >@clock/join unfindchannel=@#10
 >@lock/user:ChanJoinLock #10=isunfind/1
 >&isunfind #10=[hasflag(%#,unfindable)]
 >@set #10 = VISUAL

@clock                  Corresponding default user: lock for object
join                    ChanJoinLock
speak                   ChanSpeakLock
see                     ChanSeeLock
hide                    ChanHideLock
mod                     ChanModLock

You can lock multiple channels to the same object by specfiying a
specific indirect lock instead of the default one:

 >@clock/join onechannel=@#10/onechanneljoin
 >@clock/join anotherchannel=@#10/anotherchanneljoin
 >@lock/user:onechanneljoin #10 = 1
 >@lock/user:anotherchanneljoin #10 = isunfind/1