CATCH_TELL(L) NAME catch_tell - receive a message SYNOPSIS void catch_tell(string str); LOCATION Only called in non-interactive (NPC) living objects. DESCRIPTION When a message is sent to a non-interactive living object, via say(E), tell_object(E), tell_room(E), or write(E), it will be passed to the function catch_tell() in that object. If an interactive user is being shadowed and the shadow defines catch_tell(), then that shadow will receive all information sent to the player. If a message is sent by an interactive object, catch_tell() is not called called in that object, to prevent recursive calls. Thus catch_tell() in interactive users can be used to filter the output that goes to the users. The efun shout(E) sends to interactive users only. NOTES Only strings are passed to catch_tell(). One need never worry about the argument being 0. It is sometimes helpful to be reminded that the \n of messages is sent as well. SEE ALSO enable_commands(E), say(E), tell_object(E), write(E), tell_room(E)
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