MG Mud User | 88f1247 | 2016-06-24 23:31:02 +0200 | [diff] [blame^] | 1 | SYNOPSIS |
| 2 | void catch_tell(string) |
| 3 | |
| 4 | DESCRIPTION |
| 5 | When a message is sent to an non-interactive object, via say(), |
| 6 | tell_object, tell_room() or write(), it will get to the function |
| 7 | catch_tell(string). The idea is to enable communications between |
| 8 | NPCs and from a user to an NPC. |
| 9 | |
| 10 | Messages sent to an interactive object are also passed to that |
| 11 | object's catch_tell() lfun, _if it has one_. If the receiver |
| 12 | (or one of its shadows) doesn't have that lfun, the text is sent |
| 13 | to the socket directly. Only messages sent by an interactive |
| 14 | object to itself inside a catch_tell always written to the socket |
| 15 | immediately. |
| 16 | |
| 17 | This allows to filter and process text before it is written |
| 18 | to a player. |
| 19 | |
| 20 | SEE ALSO |
| 21 | enable_commands(E), say(E), tell_object(E), tell_room(E), |
| 22 | write(E), snoop(E), catch_msg(A) |