Emailread (Slash Command): Difference between revisions

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{{SlashCommandArticle|command=emailread|options=message_number|note=Request email message.}}
{{SlashCommandArticle|command=emailread|options=message_number|note=Request email message.}}


<span style="color:red">Operation Currently Unknown</span>


'''Note:''' The email message number appears to be assigned sequentially by the order the email was received on a character, and does not appear to change. For example, the 5th email received would be message number 5, the 6th email would be message number 6, and the 657th email would be the message number 657. There is currently no way to identify the message number of an email, which makes this command somewhat useless.
'''Note:''' The unique message_ID of each email appears to be a randomly generated number, and according to the game files, it utilizes an unsigned 64 bit process (U64) to do this. This means that an email message could have an ID number anywhere from 0 to 2^64-1 (2 to the 64th power minus 1). That's 0 to 18,446,744,073,709,551,615. The ID number could be anything within that huge range, and the likelihood that it's a manageable number between 0-1000 is possible but very, very low. This effectively makes the message ID number of any email message impossible to figure out. Any email slash command that requires a message ID number is therefore also impossible for players to use, including {{slashcommand|emailread}} and {{slashcommand|emaildelete}} which both require message ID numbers.

Revision as of 10:12, 17 August 2022

Slash command

/emailread message_number

Request email message.


Note: The unique message_ID of each email appears to be a randomly generated number, and according to the game files, it utilizes an unsigned 64 bit process (U64) to do this. This means that an email message could have an ID number anywhere from 0 to 2^64-1 (2 to the 64th power minus 1). That's 0 to 18,446,744,073,709,551,615. The ID number could be anything within that huge range, and the likelihood that it's a manageable number between 0-1000 is possible but very, very low. This effectively makes the message ID number of any email message impossible to figure out. Any email slash command that requires a message ID number is therefore also impossible for players to use, including /emailread and /emaildelete which both require message ID numbers.