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MG Mud User88f12472016-06-24 23:31:02 +02001catch_tell()
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MG Mud User88f12472016-06-24 23:31:02 +02003
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Zesstra953f9972017-02-18 15:37:36 +01005SYNOPSIS
6========
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Zesstra953f9972017-02-18 15:37:36 +01008 void catch_tell(string)
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Zesstra953f9972017-02-18 15:37:36 +010011DESCRIPTION
12===========
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Zesstra953f9972017-02-18 15:37:36 +010014 When a message is sent to a noninteractive player, via say(),
15 tell_object, tell_room(), printf() or write(), it will get to the
16 function catch_tell(string). This will enable communications between
17 NPCs and from a player to an NPC.
18
19 Also, if an interactive object is being shadowed and the
20 shadow has catch_tell() defined, it will receive all output
21 that would otherwise be written to the user.
22
23 If a message is sent by an interactive object, catch_tell() is
24 not called in that object, to prevent recursive calls. Thus
25 catch_tell() in interactive objects can be used to filter the
26 output that goes to the users.
27
28 The efun shout() sends to interactive objects only.
29
30
31SEE ALSO
32========
33
34 enable_commands(E), say(E), tell_object(E), tell_room(E),
35 write(E), catch_msg(L)