@pemit

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Command.gif @pemit sends a message to the specified target.

Syntax
@pemit[/switches] <what> = <message>

Description

Emits <message> only to <what>, or to <what>'s contents of the /contents switch is given. <what> must be either in the same location as you or be something you own. You can also @pemit to distant players if their PageLock allows you to page them, and this costs as much as a page. You cannot @pemit to the contents of something you don't own or control.

The /list switch to this command allows you to @pemit a message to a list:

    @pemit/list <object 1> [<object 2> <object N>] = <message> 

There can be any number of objects in the list. The objects must be specified by dbref number. This can be combined with other switches.

The following switches are also available:

   /contents - Send the message to the contents of the named object.
   /html     - Send the message in HTML format.
   /noeval   - Do not parse the message.
   /object   - Send the message to the named object.

Related Topics: page, @remit, @emit, @oemit, SPOOFING.

Server differences

PennMUSH provides two different ways to spoof when using @pemit. The @nspemit command spoofs perfectly (message source is never shown, even to NoSpoof players), and requires a Wizard flag or the Can_Nspemit power. The /spoof switch causes the message to appear to a NoSpoof recipient as coming from the command enactor, rather than from the executing object, and is useful in softcoding communication systems (it makes NoSpoof behave more appropriately, showing the actual message sender instead of "Global Comlink Object" or whatnot). It requires control over the enactor or the Can_Nspemit power.