blob: ff4e03091ae58324328cf3d7ffd061380d2265b1 [file] [log] [blame]
Zesstra953f9972017-02-18 15:37:36 +01001
2catch_tell()
3************
4
5
6SYNOPSIS
7========
8
9 void catch_tell(string)
10
11
12DESCRIPTION
13===========
14
15 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)