From the NannyMUD documentation
2000-12-15
NAME
catch_tell - receive a messageLOCATION
Only called in non-interactive (NPC) living objects.SYNTAX
void catch_tell(string str);DESCRIPTION
When a message is sent to a non-interactive living object, via say, tell_object, tell_room, or write, 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() sends to interactive users only.NOTE
Only strings are passed to catch_tell(). One need never worry about the argument being 0.NOTE
It is sometimes helpful to be reminded that the \n of messages is sent as well.SEE ALSO
enable_commands in efun/object_related/enable_commandsSEE ALSO
say in sfun/saySEE ALSO
tell_object in efun/object_related/tell_objectSEE ALSO
write in efun/object_related/writeSEE ALSO
tell_room in efun/object_related/tell_room