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 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. SEE ALSO enable_commands(E), say(E), tell_object(E), tell_room(E), write(E), snoop(E), catch_msg(A)