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Zesstra953f9972017-02-18 15:37:36 +01001
MG Mud User88f12472016-06-24 23:31:02 +02002catch_tell()
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Zesstra953f9972017-02-18 15:37:36 +01006SYNOPSIS
7========
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Zesstra953f9972017-02-18 15:37:36 +01009 void catch_tell(string)
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Zesstra953f9972017-02-18 15:37:36 +010012DESCRIPTION
13===========
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Zesstra953f9972017-02-18 15:37:36 +010015 When a message is sent to a noninteractive player, via say(),
16 tell_object, tell_room(), printf() or write(), it will get to the
17 function catch_tell(string). This will enable communications between
18 NPCs and from a player to an NPC.
19
20 Also, if an interactive object is being shadowed and the
21 shadow has catch_tell() defined, it will receive all output
22 that would otherwise be written to the user.
23
24 If a message is sent by an interactive object, catch_tell() is
25 not called in that object, to prevent recursive calls. Thus
26 catch_tell() in interactive objects can be used to filter the
27 output that goes to the users.
28
29 The efun shout() sends to interactive objects only.
30
31
32SEE ALSO
33========
34
35 enable_commands(E), say(E), tell_object(E), tell_room(E),
36 write(E), catch_msg(L)