SYNOPSIS void catch_tell(string) DESCRIPTION When a message is sent to an non-interactive object, via say(), tell_object, tell_room() or write(), it will get to the function catch_tell(string). 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() 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 is always written to the socket immediately. This allows to filter and process text before it is written to a player. SEE ALSO enable_commands(E), say(E), tell_object(E), tell_room(E), write(E), catch_msg(A)