# Sending Letters

**Sending Letters is Simple.**

It all depends on the **sending option** set inside the letter asset. Choose from:

📌 **Automatic** – When running the **Send Letters** instruction, it checks all letters and sends those that meet their specified conditions.\
🎲 **Random** – Sent by the **Send Random Letter** instruction. Each letter has a value between 0.1 and 100, where 100 means a 100% chance of being sent. **However, it's still not guaranteed,** since the **Send Random Letter** instruction picks one letter at random, it may still select another letter instead.\
🖐 **Manual** – Sent only when running the **Send Letter** instruction.

A **Mailbox can only receive one of each letter asset at a time**. If you need to resend the **same** letter later, you must **delete** (not hide) the letter from the mailbox first. However, be aware that if the letter's sending option is **Automatic** and its conditions are still met, it will be **re-sent the next time the Send Letters instruction is run**.

## 📌 Automatic

Each letter set to **Automatic** has a **Sending Conditions** field, where you can define any requirements that must be met before the letter is sent.

* If the conditions are **met**, the letter will be sent when running the **Send Letters** instruction.
* If no conditions are set, the letter will be sent **immediately** when the **Send Letters** instruction is executed.

<figure><img src="https://756218607-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fv2D32cRkVCHsF9VcmKPA%2Fuploads%2Fh7bUta1aI0hyw8vnbk4p%2Fimage.png?alt=media&#x26;token=7cf54b5c-b3ba-46ce-b2c3-c2cec9429452" alt=""><figcaption><p><strong>Sending Conditions:</strong> In this case, if the quest to <strong>locate and return Mr. Whiskers</strong> is <strong>completed</strong>, the letter containing <strong>gold coins as a reward</strong> will be sent the next time the <strong>Send Letters</strong> instruction is run.</p></figcaption></figure>

<figure><img src="https://756218607-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fv2D32cRkVCHsF9VcmKPA%2Fuploads%2F8xCiVY3CJd35wkIzl3oP%2FScreenshot%202025-03-13%20224205.png?alt=media&#x26;token=04396c02-a325-4670-96b2-ab2542dd97e3" alt=""><figcaption><p><strong>Sending Letters Instruction</strong><br>The <strong>Send Letters</strong> instruction checks all available letters and delivers those that meet their conditions. This example is inspired by <em>Stardew Valley</em>, where you can trigger this instruction based on a global variable tracking the in-game day to simulate daily letter deliveries!</p></figcaption></figure>

## 🎲Random

Each letter set to **Random** has a **Send Chance** field, which determines the probability of it being sent when the **Send Random Letter** instruction is run.

* If the **Send Chance** is set to **10**, the letter has a **10% chance** of being selected and sent.
* If the **Send Chance** is set to **100**, the letter has the **highest possible chance** of being sent, but it's **still not guaranteed**, since the **Send Random Letter** instruction picks one letter at random, it may still select another letter instead.
* This system allows for **unpredictable letter deliveries** while still weighting certain letters to be **more likely than others**.

Like the **Automatic** option, **Random** letters can also have **Sending Conditions**. This means that even if a letter has a **100% Send Chance**, it **will not be sent** unless its conditions are met.

Additionally, the **Send Chance** field is a **number decimal property**, allowing it to be dynamically adjusted based on other game mechanics. For example:

* If a letter has a **2% chance** of being sent, and your game uses the **Stats module**, you can link the **Send Chance** to a stat.
* If the player drinks a **Lucky Potion**, the stat could **increase the Send Chance to 20%**, making that letter more likely to be sent.

This makes **Random Sending** highly flexible, allowing for **dynamic and condition-based letter deliveries.**

<figure><img src="https://756218607-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fv2D32cRkVCHsF9VcmKPA%2Fuploads%2FtDXk9Vy1bQ5KzzAeH9Es%2Fimage.png?alt=media&#x26;token=ad66082c-8ee6-4875-9659-6a9dab7cce2b" alt=""><figcaption></figcaption></figure>

<figure><img src="https://756218607-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fv2D32cRkVCHsF9VcmKPA%2Fuploads%2FhMdYGNL6EgMivW93JaR8%2FScreenshot%202025-03-13%20224657.png?alt=media&#x26;token=4fbcd897-f631-4450-a2a7-80de322da19b" alt=""><figcaption><p><strong>Sending Random Letter:</strong> You can trigger the <strong>Send Random Letter</strong> instruction in various ways, such as when the player explores a new area or after a certain amount of in-game time has passed, simulating unexpected deliveries. The <strong>Send Random Letter</strong> instruction also includes a <strong>Force Send</strong> option. If enabled, it guarantees that a letter will be sent as long as there’s at least one available, but this ignores probability settings, making it less random.</p></figcaption></figure>

## 🖐Manual

A letter set to **Manual** will **only** be sent when you use the **Send Letter** instruction with that specific letter selected.

* This option gives you **full control** over when and how the letter is sent.
* Unlike **Automatic** or **Random**, the letter **won’t** be sent unless explicitly triggered.
* Ideal for **scripted events**, **story-driven moments**, or **player-triggered actions** where a letter should be delivered at a precise time.

<figure><img src="https://756218607-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fv2D32cRkVCHsF9VcmKPA%2Fuploads%2FTviulGvhuWb0bohhMgTQ%2Fimage.png?alt=media&#x26;token=1c77e6fb-2742-4c6d-b7f3-88eb2b5762ba" alt=""><figcaption></figcaption></figure>

<figure><img src="https://756218607-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fv2D32cRkVCHsF9VcmKPA%2Fuploads%2FbaIqufobdk72rfqhelAF%2Fimage.png?alt=media&#x26;token=e1fbc750-2c61-4acd-887d-7307305de562" alt=""><figcaption></figcaption></figure>
