IntroText
How to use and define various IntroText speeches.
Table of Contents
IntroText
The IntroText
determines what the NPC says when your first talk to them (i.e., at the start of the interaction).
As shown in the example below, you can include multiple variations. The script will randomly choose one line from the array each time the player interacts with the NPC.
To define the IntroText
, use this structure:
IntroText + Time
It's possible to define an IntroText
based on the in-game Time of Day. Like with the default IntroText
, you can provide multiple lines for variety, and the script will randomly select one each time.
Here are the available time-based keys:
IntroTextMorning
— Used from 5:00 to 9:59 AMIntroTextNoon
— Used from 10:00 AM to 1:59 PMIntroTextAfternoon
— Used from 2:00 PM to 4:59 PMIntroTextEvening
— Used from 5:00 to 7:59 PMIntroTextDay
— Used from 5:00 AM to 7:59 PM (general fallback for daytime)IntroTextNight
— Used from 8:00 PM to 4:59 AM
Note: IntroTextDay
overlaps with Morning, Noon, Afternoon, and Evening. It acts as a fallback if no specific period is defined.
Here's how you can define IntroTextAfternoon
:
This will be used by the script when the in-game time is between 2:00 and 4:59 PM:

Fallback Behavior:
- The script first determines the current in-game hour.
- Based on that, it checks for one of the specific keys:
- Morning, Noon, Afternoon, Evening
- If none of the specifc ones exist, it checks for:
IntroTextDay
(if between 5 AM and 8 PM)IntroTextNight
(if between 8 PM and 5 AM)
- If none of those are found, it finally falls back to:
- The default
IntroText
- The default
Simplified Breakdown
- If 3 PM: =>
IntroTextAfternoon
=>IntroTextDay
=>IntroText
- If 11 AM: =>
IntroTextNoon
=>IntroTextDay
=>IntroText
- If 6 AM: =>
IntroTextMorning
=>IntroTextDay
=>IntroText
- If 9 PM: =>
IntroTextNight
=>IntroText
No matter the time or fallback path, you should always define a default IntroText
, since it is the ultimate fallback and ensures there's always a valid message.
IntroText + Day
It's possible to define an IntroText
that changes depending on the current day in the game. Just like the default IntroText
, you can include multiple lines for variation, and the script will randomly select one.
Supported keys include:
IntroTextMonday
IntroTextTuesday
IntroTextWednesday
IntroTextThursday
IntroTextFriday
IntroTextSaturday
IntroTextSunday
IntroTextWeek
applies to Money through Friday.IntroTextWeekend
applies to Saturday and Sunday.
Defining IntroTextWeekend
looks like this:
This makes it possible, for example, to make the NPC behave differently — perhaps ruder — on the weekend.

Similarly, you can define speech for specific days. Here's an example for Monday:
This will be used by the script when the in-game day in Monday:

Fallback Behavior
The script checks the following order when deciding which IntroText
to use:
- A day-specific key (e.g.,
IntroTextMonday
) IntroTextWeek or IntroTextWeekend
depending on the day- Time-based alternative (like
IntroTextEvening
) IntroTextDay
- The default
IntroText
For example if it's Monday Evening, the script will check:
IntroTextMonday
=> IntroTextWeek
=> IntroTextEvening
=> IntroTextDay
=> IntroText
There are additional checks between these steps, which are covered in more detail in the IntroText + Time + Day section.
IntroText + Time + Day
We've already covered how to define IntroText
by Time and by Day — but what if you want to combine both?
Yes, it might sound a little wild — and it kind of is — but this feature gives you complete control. You can make the NPC greet the player differently on a Monday morning then on a Friday evening, or anything in between.
Just like with IntroText + Day
, you can use broader categories like Week
and weekend
, and just like the default IntroText
, you can define multiple lines for variation.
Here's an example:
This text is used when the current Time is within Day
(5:00 AM to 7:59 PM) and the Day is Monday through Friday.

Another example:
This text is used when the current Time is within Day
(5:00 AM to 7:59 PM) and the Day is Tuesday.

Fallback Behavior
Let's say the current in-game time is Wednesday Morning. The script will try to match in the following order:
IntroTextMorningWednesday
IntrotextDayWednesday
IntroTextWednesday
IntroTextMorningWeek
IntroTextDayWeek
IntroTextWeek
IntroTextMorning
IntroTextDay
IntroText
HintYou're not expected to define every possible combination. Just include what matters most to you — the script handles the fallbacks intelligently.