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)

Help topics available:
add_hp add_money add_sp catch_tell heal_self
hit_player monster_died move_player query_max_sp query_money
query_attack query_npc query_objective query_gender query_possessive
query_pronoun query_gender_string query_sp query_worn query_hp
query_level query_living query_max_hp set_wet stop_fight

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