SYNOPSIS

void catch_tell( string)

DESCRIPTION

When a message is sent to an non-interactive object, via say(E), tell_object(E), tell_room(E) or write(E), it will get to the function catch_tell(string)(A). The idea is to enable communications between NPCs and from a user to an NPC.

Messages sent to an interactive object are also passed to that object’s catch_tell(A) lfun, if it has one. If the receiver (or one of its shadows) doesn’t have that lfun, the text is sent to the socket directly. Only messages sent by an interactive object to itself inside a catch_tell are always written to the socket immediately.

This allows text to be filtered and processed before it is written to a player.