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  • πŸ“Œ Automatic
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  1. Game Creator 2 Assets
  2. Mailbox
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Sending Letters

PreviousUI ExamplesNextRunning Instructions On Open Letter

Last updated 1 month ago

Sending Letters is Simple.

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

πŸ“Œ 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. πŸ– 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.

πŸ“Œ 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.

🎲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.

πŸ–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.

πŸ”Œ
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πŸ’‘
πŸ“¨
Sending Conditions: In this case, if the quest to locate and return Mr. Whiskers is completed, the letter containing gold coins as a reward will be sent the next time the Send Letters instruction is run.
Sending Letters Instruction The Send Letters instruction checks all available letters and delivers those that meet their conditions. This example is inspired by Stardew Valley, where you can trigger this instruction based on a global variable tracking the in-game day to simulate daily letter deliveries!
Sending Random Letter: You can trigger the Send Random Letter 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 Send Random Letter instruction also includes a Force Send 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.