RELAY_MESSAGE(L) LOCAL FUNCTIONS RELAY_MESSAGE(L) NAME relay_message() - handle a received message in a monster SYNOPSIS void relay_message(string class, string str) ; DESCRIPTION The relay_message() efun is defined in /std/monster.c. It serves two purposes. First, every time the receive_message function is triggered in a monster object, the received mes- sage is passed to the relay_message lfun. The receive_message lfun must be unshadowable and unmaskable for security purposes; the relay_message lfun is neither, allow- ing you to do customized message handling in your monsters. You may redefine the relay_message lfun and have that func- tion handle requests from players or quests or whatever cus- tom message-handling you want the monster to do. Second, relay_message in the default monster is the hook fro aggres- sive monsters; ie, those that attack when they receive a message of the form "Player enters." If you redefine relay_message in a monster, and you want the monster to be aggressive, you'll have to make a ::relay_message() call in your custom monster to handle it. There are also killer monsters, which are those that attack any player that triggers their init() function. This is handled in the init() function of the monster (naturally) and are MUCH harder to evade than an aggressive monster. SEE ALSO init(), message(), /std/monster.c. AUTHOR Mobydick@TMI-2 TMI-2 Release 0.9 Last change: 4-2-93