FAQs

Last updated: March 3rd 2021

Getting Started

What does it do?

The Ferret Scoundrels Quest Editor allows players to edit and share quests with one and another.

Can I share my quests?

Created quests and be shared as mods on the Steam Workshop.

How do I run it?

When launching Ferret Scoundrels in Steam, you will have the option to launch the editor or play the game.

How do I report a bug?

Please contact us on discord.
↪ Join us on discord

What does it look like?

You can create a simple quest in the quest editor like this:
And this is the result:

Terminology

Nodes

Nodes are things that ‘happen’ in the editor.

Properties

Nodes can be configured and changed using properties. Properties can be set on the node, or they can be changed by linking to their properties by other nodes. The area that you link to and from are called Plugs.

Plugs

Plugs are where you connect nodes and properties together.

Flow

Most Nodes have White Plugs. When a Node finishes it’s action, it ‘flows’ out the bottom right white plug towards the next node. Some nodes have multiple ‘flow outs’ which activate when a given condition is met.

Strings

String is programmer talk for ‘words’.

Bool/Boolean

Boolean is programmer talk for ‘true or false’.

Label

You can display properties in strings. This can be used in dialogues to communicate the values of randomly created and dynamic properties.

Fundamentals

Stage

Stages keep track of your quests progress.

Note:

All Quests start at Stage ZERO (0)

You can change the stage number using Set Stage. The On Dock node requires a stage property, and when docking at the given dock, it will only flow to that On Dock if the given stage matches the Current Stage.

Tip:

Stages can be used to 'save' the progress of your quest.

Label Formatting

You can display randomly generated and dynamic content in strings by using labels.
Display the contents of a node
[the id of the node]
You can also target specific properties with the following format:
[the id of the node#the property]
Some properties have additional formatting, which is accomplished with the following format:
[the id of the node#the property.format]

Quest Data

The quest data node holds basic information about the quest. You can set how often the quest is chosen, if the quest is a basic quest, the types of docks the quest will be used by.

List of Label Formats

coming soon!

Node Index

AI Attack - Makes an NPC ship attack another ship.
AI Escort Job - Makes an NPC ship escort another ship.
AI Global Pause - Stops all actions for all NPC ships.
AI Ignore Ships - Cause an NPC ship to disregard any and all other ships.
AI Move - Issues a command for a ship to move toward a specific location.
AI Patrol Job - Issues a command for a ship to patrol and defend a given dock.
AI Pause - Stops all actions for a given NPC ship.
AI Resume - Resumes all normal actions for a given NPC ship.
AI Seek Job - Issues a command for a NPC ship to move randomly towards the ocean away from islands.
AI Stop - Stops all actions for a given NPC ship.
AI Surrender - Makes an NPC ship raise the surrender flag.
AI Trade Job - Issues a command to an NPC ship to seek out docks and trade with them.
Ability Type - This is a basic data-type used to describe a specific ability.
Add Empty Slot - Appends an empty slot to a given dock or ship's inventory.
Add Generic Stolen Item To Dock - Adds random stolen items to a given dock.
Add Mail Slot - Adds an empty slot to the players mail account.
Add Money To Player Bank Account - Adds money to a Player's Bank Account.
Add Number - Takes two numbers and adds them together.
Add Item - Adds an item to a given dock or ship.
Reward: Chest - Spawns a Chest Reward for the player.
Reward: Faction - Rewards the player with a specific amount of faction experience points.
Reward: Gold - Rewards the player with gold.
Reward: Item - Rewards the player with an item.
Animate - Causes a ferret to perform a given animation.
Back To Ship - Closes any and all open dialogue UI and brings the player back to their ship.
Ban Player From Dock - Bans a player from a specific dock so that they can no longer dock there.
Begin Storm - This starts a storm.
Boat Upgrade Type - This is a basic data-type that details the type of upgrades a boat can have.
Bool - This is a basic data-type used for storing and using 'true' and 'false' values.
Buy Ship For Sale - This gives player access to the given sold ship.
Camera Fade - Causes the camera to fade in or out.
Camera Flyover - Cinematic camera effect which has the camera overlook and fly past a ship/dock.
Camera Follow - Cinematic camera effect which has the camera follow a ship.
Camera Orbit - Cinematic camera effect which has the camera will orbit around a ship/dock.
Camera Sweep - Cinematic camera effect which has the camera look at the ship/dock but fly past it.
Camera Target Ferret - Cinematic camera effect which has the camera look at a target ferret.
Camera Zoom In - Cinematic camera effect which has the camera zoom in towards a ship/dock.
Camera Zoom Out - Cinematic camera effect which has the camera zoom out away from a ship/dock.
Cancel Card Game - Causes the player to immediately stop an active card game.
Cheat Card Game - Sets the outcome of a single hand of cards.
Choose Dock - Selects a dock for use by other nodes.
Close Dialogues - Closes any and all open dialogue UI.
Quest Complete - This completes this quest, and noting it as being either successful or unsuccessful.
Create New Quest - Creates and adds a new quest on a given dock.
Create Player Bank Account - Creates a bank account for the player.
Create Recipe Event Craft - Creates a new craft for a given dock that requires a specific amount of items and creates an event.
Create Recipe Item Craft - Creates a new craft for a given dock that requires a specific amount of items and creates an item.
Create Value Event Craft - Creates a new craft for a given dock which accepts any of the required items then runs an event.
Create Value Item Craft - Creates a new craft for a given dock which converts any of the required items into another item.
Current Player Gold - Returns the current player's gold.
Current Stage - Returns the quest's current stage number.
Cutscene Text - Displays a cinematic Text on the screen, for use with adding text to cinematics.
Decrease Friendship - Decreases the friendship the player has with a given dock.
Dialogue - Displays a dialogue UI which shows ferrets communicating with the player as well as responses the player can issue in response.
Disembark - Causes a given ship to disembark, leaving their ship empty.
Distance - Calculates the distances between two locations.
Divide Number - Takes two numbers and divides them from each other.
Dock Item Production - Listens for the player to sell a set amount of items to a dock, then adds specific items to that dock for sale.
Dock Type - This is a basic data-type describing a specific type of dock, for instance a ship merchant or a fisherman.
End Storm - Stops any active storm.
Equals - Takes two numbers and checks if they are equal to each other.
Escort - Not implemented yet.
Faction From Dock - This node will return the faction of a given dock.
Faction From Ship - This node will return the faction of a given ship.
Faction Type - Basic data-type used to specify a specific faction.
Ferret Jump From Boat - Causes a ferret to jump overboard if on ship.
Flow Based On Faction - Directs the flow based on faction of a ship or dock.
Force Dock to Buy Stolen Goods - Forces a dock to be able to buy stolen goods or not.
Force Dock - Forces the player to interact with a given ship/dock as if they interacted with it themselves.
Get Global Variable - Get the value of a number that was set by any quest.
Greater - Takes two numbers and checks if the first number is greater than the second number.
Has Empty Slot - Checks to see if there are a specific amount of empty inventory slots on a specific ship/dock.
Has Item - Checks if a specific item is at a given ship or dock.
Has Perk - Check if a player has a specific ability enabled.
Home Island Camera Orbit - Custom Camera Action for home island.
Horde Value - Contains information about the player's home island's horde.
Increase Friendship - Increases the friendship the player has with a given dock.
Island Type - This is a basic data-type that describes a specific type of island.
Item Preferences - This allows you to get and set the wanted and discount items for merchants.
Item Property Type - This is a basic data-type that describes the state of an item.
Item Type - This is a basic data-type that describes a type of item.
Launder Player Items - Launders all of the player's items.
Lesser - Takes two numbers and checks if the first number is less than the second number.
Link Dock To Quest - Links an existing dock from this quest for use in another quest.
Link Number To Quest - Links an existing Number from this quest for use in another quest.
Link Ship To Quest - Links an existing ship from this quest for use in another quest.
Link String To Quest - Links an existing string from this quest for use in another quest.
Location - This picks a location in the world.
Market Value - Get the value of a given item based on a specific Ship or Dock.
Move Ship - Immediately repositions a given ship to a specific location.
Multiply Number - Takes two numbers and multiplies them to each other.
Next Quest - When docked, this will activate the next quest that is available for this merchant.
Not Equals - Takes two numbers and checks if they are NOT equal to each other.
Number - This is a basic data-type that specifies a number.
On Back To Ship - Waits until the player goes back to their ship.
On Dock - Waits until the player docks to perform then flows out.
On Exit Combat - Waits until the player is no longer in combat.
On Going To Location - Waits until the player goes to a specific location, then continues the flow.
On Health - Waits until a given ship gets to a specific amount of HP, then contines with its normal flow.
On Hit - Waits until a given ship is hit with a cannonball.
On Interact With Ship - Waits until the player interacts with a ship, then performs a flow out.
On Key Pressed - Waits until the player presses a specific key.
On Level Up Faction - Waits until the player gains a specific level in a specific faction.
On Other Quest Completed - Waits until a specific other quest is completed.
On Player Gain Item - Waits until the player gains a specific type of item on their ship.
On Sell Item - Waits until the player sells an item to a specific dock.
On Spyglassed - Waits until the player looks at a given ship/dock with their spyglass.
On Target In Fire Zone - Waits until a ship is within the firing area of another ship.
Open Faction Window - This opens the faction window UI.
Play Sound Effect - Plays a sound effect at a given volume.
Player Bank Account Balance - The amount of money the player has in their bank account.
Player Has Bank Account - Checks if the player has a bank account.
Amount Of Items - Gets the amount of specific items a given ship or dock has.
Player Ship - This is the players ship.
Player Take Control Of Ship - Switches the player's current ship with a different one.
Quest Data - This is the starting node of this quest.
Quest Dock - This is the dock that this quest spawned on.
Quest Icon Type - This is a basic data-type to specify a quest icon.
Random Bool - Randomly creates a bool.
Random Flow - Flows randomly to a connected node(s).
Random Number - Randomly creates a number.
Random Property - This generates a random property.
Rarity Type - This is a basic data-type specifying a rarity type.
Remove Craft - Removes a crafting recipe.
Remove Money From Player Bank Account - Removes money from the player's bank account.
Remove Player Gold - Removes gold from the player.
Remove Item - Removes an item(s) from a give dock or ship.
Remove Quest - Removes this quest from the player.
Remove Ship From World - Removes a ship from the world immediately.
Repair Ship - This repairs a given ship to 100% HP.
Reset Inventory - This resets the inventory of a given dock/ship, by randomizing the items that it has.
Reveal Dock - Reveals a dock on the player's map.
Reveal Island - Reveals an island on the player's map.
Reveal This Whole Zone - Reveals all of the islands and docks for the current zone.
Reward Type - This is a basic data-type that specifies a type of reward.
Sell Player Ship - This transfers the ownership of the players ship to a specific dock.
Set Ferret Cosmetic - This changes the appearance of a given ferret.
Set Global Variable - Saves a number for use within this or any quest.
Set Inventory Preference - Sets the wanted and surplus items for an NPC, impacting their price and prevalence.
Set Plot Art Stage - Upgrades the different docks at your home island.
Set Ship Cosmetic - This changes the appearance of a given ship.
Set Ship Invincibility - Can make a ship invincible and unable to take damage.
Set Stage - Sets the current stage.
Set Time Of Day - Sets the time of day.
Ship Animate - Causes all ferrets on a ship to play a given animation.
Ship Type - This is a basic data-type for the different types of ships in the game.
Show Crafting Window - Displays the crafting window for the currently docked dock.
Show Mail Slots - Displays the player's mail slots from their mail account.
Show Message - Displays a message on the screen.
Show Ship Message - Displays a chat bubble over a given ship.
On Sink Ship - Waits for a given ship to start sinking.
Spawn Ship - Creates a ship in the world.
Start Card Game Node - Opens the Card Game UI and allows the player to start playing.
String For Faction - Allows you a quick and easy way to create different types of responses based on a ship/docks faction.
String - This is a basic data-type for storing text.
Subtract Number - Takes two numbers and subtracts them from each other.
Target Ferret - Selects a given ferret for use with cameras, animations, etc.
Time - Used to keep track of time and create timers for future events.
Toggle Cutscene UI - Displays a cinematic cutscene border to the screen.
Toggle Inventory - Display the inventory for the player and a target ship/dock.
Toggle Player Control Of Ship - Grants or revokes the players ability to control their ship.
Toggle UI - Can completely hide all UI windows, or unhide them.
Turn In Stolen Items - Removes all stolen items from a players ship and gives them to the target dock.
Tutorial Completed - Used to note that the player has completed the tutorial.
Upgrade Boat - Upgrades a ships stat by one.
View Cosmetics - Opens the view cosmetics UI window and displays the cosmetics for sale on a given dock.
View Dock - View a dock as if you had interacted with it.
View Ship For Sale - Allows the player to inspect a ship that is for sale.
Wait For Seconds - Waits for the given length of time, then flows out.
Wreck Ship - Causes a ship to start sinking.

Node Descriptions

AI Attack

Makes an NPC ship attack another ship. This node has a flow in and a flow out plug. It has the following properties:

Ship (Ship)
The NPC ship that should start attacking. Ship is a required property. Ship can both accept and supply its value to/from other properties that share the date-type of Ship.

Target Ship (Ship)
The target of the attacking ship. Target Ship is a required property. Target Ship can both accept and supply its value to/from other properties that share the date-type of Ship.

AI Escort Job

Makes an NPC ship escort another ship. This node has a flow in and a flow out plug. It has the following properties:

Ship (Ship)
The NPC ship that should start Escorting another ship. Ship is a required property. Ship can both accept and supply its value to/from other properties that share the date-type of Ship.

Target Ship (Ship)
The ship to be Escorted. Target Ship is a required property. Target Ship can both accept and supply its value to/from other properties that share the date-type of Ship.

AI Global Pause

Stops all actions for all NPC ships. This node has a flow in and a flow out plug. It has the following properties:

Turn All AI (Toggle)
The target state of the AI, for instance: on or off. Turn All AI is a required property.

AI Ignore Ships

Cause an NPC ship to disregard any and all other ships. This node has a flow in and a flow out plug. It has the following properties:

Ship (Ship)
The NPC ship to target. Ship is a required property. Ship can both accept and supply its value to/from other properties that share the date-type of Ship.

AI Move

Issues a command for a ship to move toward a specific location. This node has a flow in and a flow out plug. It has the following properties:

Ship (Ship)
The NPC Ship to target. Ship is a required property. Ship can both accept and supply its value to/from other properties that share the date-type of Ship.

Location (Location)
The location in which the NPC ship should move to. Location is a required property. Location can both accept and supply its value to/from other properties that share the date-type of Location.

AI Patrol Job

Issues a command for a ship to patrol and defend a given dock. This node has a flow in and a flow out plug. It has the following properties:

Ship (Ship)
The ship that will patrol. Ship is a required property. Ship can both accept and supply its value to/from other properties that share the date-type of Ship.

Dock (Dock)
The dock which will be patrolled. Dock is a required property. Dock can both accept and supply its value to/from other properties that share the date-type of Dock.

AI Pause

Stops all actions for a given NPC ship. You can resume the normal actions of this ship by using AI Resume. This node has a flow in and a flow out plug. It has the following properties:

Ship (Ship)
The ship to pause. Ship is a required property. Ship can both accept and supply its value to/from other properties that share the date-type of Ship.

AI Resume

Resumes all normal actions for a given NPC ship. Useful when the AI was previously paused. This node has a flow in and a flow out plug. It has the following properties:

Ship (Ship)
The ship which should be resumed. Ship is a required property. Ship can both accept and supply its value to/from other properties that share the date-type of Ship.

AI Seek Job

Issues a command for a NPC ship to move randomly towards the ocean away from islands. Great for pirates looking to catch players off guard. This node has a flow in and a flow out plug. It has the following properties:

Ship (Ship)
The target NPC ship. Ship is a required property. Ship can both accept and supply its value to/from other properties that share the date-type of Ship.

AI Stop

Stops all actions for a given NPC ship. You can resume the normal actions of this ship by using AI Resume. This node has a flow in and a flow out plug. It has the following properties:

Ship (Ship)
The ship to stop. Ship is a required property. Ship can both accept and supply its value to/from other properties that share the date-type of Ship.

AI Surrender

Makes an NPC ship raise the surrender flag. This node has a flow in and a flow out plug. It has the following properties:

Ship (Ship)
The NPC ship that is to surrender. Ship is a required property. Ship can both accept and supply its value to/from other properties that share the date-type of Ship.

AI Trade Job

Issues a command to an NPC ship to seek out docks and trade with them. This node has a flow in and a flow out plug. It has the following properties:

Ship (Ship)
The target NPC ship. Ship is a required property. Ship can both accept and supply its value to/from other properties that share the date-type of Ship.

Ability Type

This is a basic data-type used to describe a specific ability. This node has a flow in and a AbilityType flow out plug. It has the following properties:

Value (AbilityType)
The value of the ability. Value can accept multiple values with the data-type of AbilityType from other properties.

Flow Through (Flow)
After this value is set, this flow into the selected nodes. When appropriate, this property can flow to another node.

Add Empty Slot

Appends an empty slot to a given dock or ship's inventory. This node has a flow in and a flow out plug. It has the following properties:

Amount (Number)
The amount of empty slots to add. If this property is not set, a default of 1 items will be assumed. Amount can both accept and supply its value to/from other properties that share the date-type of Number.

Dock (Dock)
Which dock to add the empty slot to. Mutually exclusive with the Ship property. Dock is a required property. Dock can both accept and supply its value to/from other properties that share the date-type of Dock.

Ship (Ship)
Which dock to add the empty slot to. Mutually exclusive with the Dock property. Ship is a required property. Ship can both accept and supply its value to/from other properties that share the date-type of Ship.

Add Generic Stolen Item To Dock

Adds random stolen items to a given dock. This node has a flow in and a flow out plug. It has the following properties:

Amount To Add (Number)
This is the amount of stolen items to add. Amount To Add is a required property. Amount To Add can both accept and supply its value to/from other properties that share the date-type of Number.

Dock (Dock)
This is the dock which the stolen items will be added to. Dock is a required property. Dock can both accept and supply its value to/from other properties that share the date-type of Dock.

Add Mail Slot

Adds an empty slot to the players mail account. If the player does not have a mail account, it is given one. This node has a flow in and a flow out plug. It has the following properties:

Cost For Next Slot (Number)
This is the cost for the next slot in gold. The cost is based on the amount of slots already purchased. The value of this property is generated and recalculated when requested.

Add Money To Player Bank Account

Adds money to a Player's Bank Account.You can either add a specific amount, or move money from the player. This node has a flow in and a flow out plug. It has the following properties:

Amount To Add (Number)
This is the amount to be added to the bank account. This money is not removed from any other source and is created. Amount To Add is a required property. Amount To Add can both accept and supply its value to/from other properties that share the date-type of Number.

Amount to Add From Player (BankAccountMovementAmount)
This specifies the amount of money that should be taken from the player. Options include: all, half, or a quarter of the player's gold. Amount to Add From Player is a required property.

Add Number

Takes two numbers and adds them together. It flows out after the addition is completed. This node has a flow in and a flow out plug. It has the following properties:

Value A (Number)
The first number for use with addition. Value A is a required property. Value A can both accept and supply its value to/from other properties that share the date-type of Number.

Value B (Number)
The second number for use with addition. Value B is a required property. Value B can both accept and supply its value to/from other properties that share the date-type of Number.

Result (Number)
The result from adding both numbers together. The value of this property is generated and recalculated when requested.

Add Item

Adds an item to a given dock or ship. This node has a flow in and a flow out plug. It has the following properties:

Item (ItemType)
The item type that should be added. Each item type added to this property will be added. Item is a required property. Item can both accept multiple values, and supply these values to/from other properties that share the data-type of ItemType.

Item Property (ItemProperty)
The property the added items will have. For instance, stolen or illegal. If this property is not set, the item property will be set to none - and it will be treated like a normal item. Item Property can both accept and supply its value to/from other properties that share the date-type of ItemProperty.

Amount (Number)
The amount to add for each of the item types set above. If this property is not set, a default of 1 items will be assumed. Amount can both accept and supply its value to/from other properties that share the date-type of Number.

Dock (Dock)
Which dock to add the items to. Mutually exclusive with the Ship property. Dock is a required property. Dock can both accept and supply its value to/from other properties that share the date-type of Dock.

Ship (Ship)
Which ship to add the items to. Mutually exclusive with the Dock property. Ship is a required property. Ship can both accept and supply its value to/from other properties that share the date-type of Ship.

Reward: Chest

Spawns a Chest Reward for the player. This node has a flow in and a flow out plug. It has the following properties:

Faction (FactionType)
This will influence what types of items can spawn, based on faction. Faction can both accept multiple values, and supply these values to/from other properties that share the data-type of FactionType.

Rarity (RarityType)
This will influence how good the items that spawn will be. Rarity can both accept and supply its value to/from other properties that share the date-type of RarityType.

Reward (RewardType)
This will influence the type of item that can spawn, based on type of item. Reward can both accept and supply its value to/from other properties that share the date-type of RewardType.

Reward: Faction

Rewards the player with a specific amount of faction experience points. This node has a flow in and a flow out plug. It has the following properties:

Faction (FactionType)
The type of faction experience the player will gain. Faction is a required property. Faction can both accept multiple values, and supply these values to/from other properties that share the data-type of FactionType.

Amount (Number)
The amount of faction that will be gained. Amount is a required property. Amount can both accept and supply its value to/from other properties that share the date-type of Number.

Reward: Gold

Rewards the player with gold. This node has a flow in and a flow out plug. It has the following properties:

Amount (Number)
The amount of gold to reward the player with. Amount is a required property. Amount can both accept and supply its value to/from other properties that share the date-type of Number.

Reward: Item

Rewards the player with an item. This node has a flow in and a flow out plug. It has the following properties:

Item (ItemType)
The item that is rewarded. Multiple items can be added with this property. Item is a required property. Item can both accept multiple values, and supply these values to/from other properties that share the data-type of ItemType.

Item Property (ItemProperty)
The property which the added item(s) will have. If this property is not set, the item will be set to none. Item Property can accept a value with the data-type of ItemProperty from other properties.

Amount (Number)
The amount to be added for each item type. If this property is not set, a default of 1 items will be assumed. Amount can both accept and supply its value to/from other properties that share the date-type of Number.

Animate

Causes a ferret to perform a given animation. This node has a flow in and a flow out plug. It has the following properties:

Ferret Target (Ferret)
The target ferret that will be animated. Ferret Target is a required property. Ferret Target can both accept and supply its value to/from other properties that share the date-type of Ferret.

Animation (AnimationType)
The animation that the ferret will perform. Animation is a required property.

Back To Ship

Closes any and all open dialogue UI and brings the player back to their ship. This node has a flow in and a flow out plug. It has no properties.

Ban Player From Dock

Bans a player from a specific dock so that they can no longer dock there. This node has a flow in and a flow out plug. It has the following properties:

Dock (Dock)
The target dock. Dock is a required property. Dock can both accept and supply its value to/from other properties that share the date-type of Dock.

Set As Banned (Bool)
When this node is flowed to, this will be the current ban state of the player at the given dock. Set As Banned can both accept and supply its value to/from other properties that share the date-type of Bool.

Is Banned (Bool)
Returns if the player is in fact banned from a given dock or not. The value of this property is generated and recalculated when requested.

Begin Storm

This starts a storm. The storm can be canceled using End Storm. The duration of this started storm will be of an average length of time. This node has a flow in and a flow out plug. It has no properties.

Boat Upgrade Type

This is a basic data-type that details the type of upgrades a boat can have. This node has a flow in and a UpgradeType flow out plug. It has the following properties:

Value (UpgradeType)
This is the specific boat upgrade type. Value can accept multiple values with the data-type of UpgradeType from other properties.

Flow Through (Flow)
After this value is set it flows through to the next selected node(s). When appropriate, this property can flow to another node.

Bool

This is a basic data-type used for storing and using 'true' and 'false' values. This node has a flow in and a Bool flow out plug. It has the following properties:

Value (Bool)
The value to set this node to. Value can accept multiple values with the data-type of Bool from other properties.

Is True (Flow)
When this node is flowed to, if the value is true, it will flow out of this property. When appropriate, this property can flow to another node.

Is False (Flow)
When this node is flowed to, if the value is false, it will flow out of this property. When appropriate, this property can flow to another node.

Buy Ship For Sale

This gives player access to the given sold ship. It does not remove any money from the player. If the dock in question does not have a ship for sale, this node does nothing. This node has a flow in and a flow out plug. It has the following properties:

Dock (Dock)
This is the dock that the player will buy the ship from. Dock is a required property. Dock can both accept and supply its value to/from other properties that share the date-type of Dock.

Cost (Number)
This is the value of the ship. You can use this number to remove gold from the player. This node does not remove gold from the player. The value of this property is generated and recalculated when requested.

Ship Name (String)
This is the name of the ship that is for sale. The value of this property is generated and recalculated when requested.

Ship Type (ShipType)
This is the type of ship that is for sale. The value of this property is generated and recalculated when requested.

Camera Fade

Causes the camera to fade in or out. Useful for making transitions between cameras and making more compelling cinematics. The node will flow out after completion of the fade. This node has a flow in and a flow out plug. It has the following properties:

Fade Speed (CameraSpeed)
The speed in which the camera will fade. Fade Speed is a required property.

Fade Type (FadeType)
The type of fade that will be used. Fade Type is a required property.

Camera Flyover

Cinematic camera effect which has the camera overlook and fly past a ship/dock. The node will flow out after completion of the animation. This node has a flow in and a flow out plug. It has the following properties:

Ship (Ship)
The ship that is the focus of the animation. This is mutually exclusive with Dock. Ship is a required property. Ship can both accept and supply its value to/from other properties that share the date-type of Ship.

Dock (Dock)
The dock that is the focus of the animation. This is mutually exclusive with Ship. Dock is a required property. Dock can both accept and supply its value to/from other properties that share the date-type of Dock.

Duration (CameraDuration)
The duration of the camera animation. Duration is a required property.

Camera Speed (CameraSpeed)
The speed of the camera animation. Camera Speed is a required property.

Starting Angle (Number)
The angle relative to the front of the ship or dock that the animation will start from. If this property is not set, a random default starting angle will be chosen instead. Starting Angle can both accept and supply its value to/from other properties that share the date-type of Number.

Camera Follow

Cinematic camera effect which has the camera follow a ship. The node will flow out after completion of the animation. This node has a flow in and a flow out plug. It has the following properties:

Ship (Ship)
The ship that is the focus of the animation. Ship is a required property. Ship can both accept and supply its value to/from other properties that share the date-type of Ship.

Duration (CameraDuration)
The duration of this animation Duration is a required property.

Follow Distance (CameraDuration)
The distance to follow the given ship. Follow Distance is a required property.

Starting Angle (Number)
The angle relative to the front of the ship or dock that the animation will start from. If this property is not set, a random default starting angle will be chosen instead. Starting Angle can both accept and supply its value to/from other properties that share the date-type of Number.

Camera Orbit

Cinematic camera effect which has the camera will orbit around a ship/dock. The node will flow out after completion of the animation. This node has a flow in and a flow out plug. It has the following properties:

Ship (Ship)
The ship that is the focus of the animation. This is mutually exclusive with Dock. Ship is a required property. Ship can both accept and supply its value to/from other properties that share the date-type of Ship.

Dock (Dock)
The dock that is the focus of the animation. This is mutually exclusive with Ship. Dock is a required property. Dock can both accept and supply its value to/from other properties that share the date-type of Dock.

Orbit Speed (CameraSpeed)
The speed of the camera animation. Orbit Speed is a required property.

Duration (CameraDuration)
The duration of the camera animation. Duration is a required property.

Starting Angle (Number)
The angle relative to the front of the ship or dock that the animation will start from. If this property is not set, a random default starting angle will be chosen instead. Starting Angle can both accept and supply its value to/from other properties that share the date-type of Number.

Camera Sweep

Cinematic camera effect which has the camera look at the ship/dock but fly past it. The node will flow out after completion of the animation. This node has a flow in and a flow out plug. It has the following properties:

Ship (Ship)
The ship that is the focus of the animation. This is mutually exclusive with Dock. Ship is a required property. Ship can both accept and supply its value to/from other properties that share the date-type of Ship.

Dock (Dock)
The dock that is the focus of the animation. This is mutually exclusive with Ship. Dock is a required property. Dock can both accept and supply its value to/from other properties that share the date-type of Dock.

Duration (CameraDuration)
The duration of the camera animation. Duration is a required property.

Speed (CameraSpeed)
The speed of the camera animation. Speed is a required property.

Starting Angle (Number)
The angle relative to the front of the ship or dock that the animation will start from. If this property is not set, a random default starting angle will be chosen instead. Starting Angle can both accept and supply its value to/from other properties that share the date-type of Number.

Camera Target Ferret

Cinematic camera effect which has the camera look at a target ferret. The node will flow out after completion of the animation. This node has a flow in and a flow out plug. It has the following properties:

Ferret Target (Ferret)
This is the ferret that the camera will look at. Ferret Target is a required property. Ferret Target can both accept and supply its value to/from other properties that share the date-type of Ferret.

Camera Zoom In

Cinematic camera effect which has the camera zoom in towards a ship/dock. The node will flow out after completion of the animation. This node has a flow in and a flow out plug. It has the following properties:

Ship (Ship)
The ship that is the focus of the animation. This is mutually exclusive with Dock. Ship is a required property. Ship can both accept and supply its value to/from other properties that share the date-type of Ship.

Dock (Dock)
The dock that is the focus of the animation. This is mutually exclusive with Ship. Dock is a required property. Dock can both accept and supply its value to/from other properties that share the date-type of Dock.

Camera Speed (CameraSpeed)
The speed of the camera animation. Camera Speed is a required property.

Camera Rotation Speed (CameraSpeed)
The rotation speed of the camera animation. Camera Rotation Speed is a required property.

Camera Zoom Out

Cinematic camera effect which has the camera zoom out away from a ship/dock. The node will flow out after completion of the animation. This node has a flow in and a flow out plug. It has the following properties:

Ship (Ship)
The ship that is the focus of the animation. This is mutually exclusive with Dock. Ship is a required property. Ship can both accept and supply its value to/from other properties that share the date-type of Ship.

Dock (Dock)
The dock that is the focus of the animation. This is mutually exclusive with Ship. Dock is a required property. Dock can both accept and supply its value to/from other properties that share the date-type of Dock.

Camera Speed (CameraSpeed)
The speed of the camera animation. Camera Speed is a required property.

Camera Rotation Speed (CameraSpeed)
The rotation speed of the camera animation. Camera Rotation Speed is a required property.

Cancel Card Game

Causes the player to immediately stop an active card game. This node has a flow in and a flow out plug. It has no properties.

Cheat Card Game

Sets the outcome of a single hand of cards. This node has a flow in and a flow out plug. It has the following properties:

Cheat For Player (Bool)
Chooses which player to cheat for. True for the player, false for the opponent. Cheat For Player can both accept and supply its value to/from other properties that share the date-type of Bool.

Choose Dock

Selects a dock for use by other nodes. It does not create a dock, but instead selects one that is already created. This node has a Dock flow out plug. It has the following properties:

Prefered Distance Away On Map (Number)
The amount of zones away the dock should be chosen from. If 0, then it will attempt to find a matching dock in this zone. If 3 for instance, it will try to find a matching dock that will require the player to zone at 3 times to reach. If this property is not set, a default value of 0, or 'the zone the player is in' will be assumed. Prefered Distance Away On Map can both accept and supply its value to/from other properties that share the date-type of Number.

Only Choose From Ungenerated Zone (Bool)
If true, then only choose a dock from a zone which the player hasn't been in yet. Only Choose From Ungenerated Zone can both accept and supply its value to/from other properties that share the date-type of Bool.

Island Type (IslandType)
Try to choose an island of a given island type. Island Type can both accept multiple values, and supply these values to/from other properties that share the data-type of IslandType.

Required Faction (FactionType)
Try to choose an island of a given faction type. Required Faction can both accept multiple values, and supply these values to/from other properties that share the data-type of FactionType.

Dock Type (DockType)
Try to choose an island that has a given dock type, and try to use that dock. Dock Type can both accept multiple values, and supply these values to/from other properties that share the data-type of DockType.

World Location (Location)
Returns the location of the dock The value of this property is generated and recalculated when requested.

Close Dialogues

Closes any and all open dialogue UI. This node has a flow in and a flow out plug. It has no properties.

Quest Complete

This completes this quest, and noting it as being either successful or unsuccessful. This node has a flow in and a flow out plug. It has the following properties:

Was Successful (Bool)
The state of the quest at completion. Was Successful can accept a value with the data-type of Bool from other properties.

Create New Quest

Creates and adds a new quest on a given dock. This node has a flow in and a Quest flow out plug. It has the following properties:

Dock (Dock)
The dock that will receive the new quest. Dock is a required property. Dock can both accept and supply its value to/from other properties that share the date-type of Dock.

Quest ID (String)
The quest that you wish to add by its name. Quest ID is a required property. Quest ID can both accept and supply its value to/from other properties that share the date-type of String.

After Created (Flow)
Flows out of this property after the Quest has been created and is ready to be used. The value of this property is generated and recalculated when requested.

Create Player Bank Account

Creates a bank account for the player. This node has a flow in and a flow out plug. It has no properties.

Create Recipe Event Craft

Creates a new craft for a given dock that requires a specific amount of items and creates an event. This node has a flow in and a Craft flow out plug. It has the following properties:

Dock (Dock)
The dock that will receive the new quest. Dock is a required property. Dock can both accept and supply its value to/from other properties that share the date-type of Dock.

Event Type (CraftEventType)
The Type of event that is being created. Event Type is a required property.

Event Title (String)
The title of the event that is displayed on top of the crafting bar. Event Title is a required property. Event Title can both accept and supply its value to/from other properties that share the date-type of String.

Event Description (String)
The detailed description of the event. Event Description is a required property. Event Description can both accept and supply its value to/from other properties that share the date-type of String.

Required Item 1 (ItemType)
Type of item required for this craft. Required Item 1 is a required property. Required Item 1 can both accept and supply its value to/from other properties that share the date-type of ItemType.

Required Property 1 (ItemProperty)
Type of required property for this craft. If this property is not set, a default of None is assumed. Required Property 1 can both accept and supply its value to/from other properties that share the date-type of ItemProperty.

Required Amount 1 (Number)
Amount of items required for this craft. If this property is not set, a default of 1 is assumed. Required Amount 1 can both accept and supply its value to/from other properties that share the date-type of Number.

Required Item 2 (ItemType)
Type of item required for this craft. Required Item 2 can both accept and supply its value to/from other properties that share the date-type of ItemType.

Required Property 2 (ItemProperty)
Type of required property for this craft. If this property is not set, a default of None is assumed. Required Property 2 can both accept and supply its value to/from other properties that share the date-type of ItemProperty.

Required Amount 2 (Number)
Amount of items required for this craft. If this property is not set, a default of 1 is assumed. Required Amount 2 can both accept and supply its value to/from other properties that share the date-type of Number.

Required Item 3 (ItemType)
Type of item required for this craft. Required Item 3 can both accept and supply its value to/from other properties that share the date-type of ItemType.

Required Property 3 (ItemProperty)
Type of required property for this craft. If this property is not set, a default of None is assumed. Required Property 3 can both accept and supply its value to/from other properties that share the date-type of ItemProperty.

Required Amount 3 (Number)
Amount of items required for this craft. If this property is not set, a default of 1 is assumed. Required Amount 3 can both accept and supply its value to/from other properties that share the date-type of Number.

Required Item 4 (ItemType)
Type of item required for this craft. Required Item 4 can both accept and supply its value to/from other properties that share the date-type of ItemType.

Required Property 4 (ItemProperty)
Type of required property for this craft. If this property is not set, a default of None is assumed. Required Property 4 can both accept and supply its value to/from other properties that share the date-type of ItemProperty.

Required Amount 4 (Number)
Amount of items required for this craft. If this property is not set, a default of 1 is assumed. Required Amount 4 can both accept and supply its value to/from other properties that share the date-type of Number.

Required Item 5 (ItemType)
Type of item required for this craft. Required Item 5 can both accept and supply its value to/from other properties that share the date-type of ItemType.

Required Property 5 (ItemProperty)
Type of required property for this craft. If this property is not set, a default of None is assumed. Required Property 5 can both accept and supply its value to/from other properties that share the date-type of ItemProperty.

Required Amount 5 (Number)
Amount of items required for this craft. If this property is not set, a default of 1 is assumed. Required Amount 5 can both accept and supply its value to/from other properties that share the date-type of Number.

Required Item 6 (ItemType)
Type of item required for this craft. Required Item 6 can both accept and supply its value to/from other properties that share the date-type of ItemType.

Required Property 6 (ItemProperty)
Type of required property for this craft. If this property is not set, a default of None is assumed. Required Property 6 can both accept and supply its value to/from other properties that share the date-type of ItemProperty.

Required Amount 6 (Number)
Amount of items required for this craft. If this property is not set, a default of 1 is assumed. Required Amount 6 can both accept and supply its value to/from other properties that share the date-type of Number.

Event Created (Flow)
Flows out of this property after the event from this craft has been created. The value of this property is generated and recalculated when requested.

Paid For Donation (Bool)
Player is paid gold when dropping off required items. Paid For Donation can both accept and supply its value to/from other properties that share the date-type of Bool.

Flow Through (Flow)
Flows out of this property immediately to the next node. The value of this property is generated and recalculated when requested.

Create Recipe Item Craft

Creates a new craft for a given dock that requires a specific amount of items and creates an item. This node has a flow in and a Craft flow out plug. It has the following properties:

Dock (Dock)
The dock that will receive the new quest. Dock is a required property. Dock can both accept and supply its value to/from other properties that share the date-type of Dock.

Item To Craft (ItemType)
The item that will be created. Item To Craft is a required property. Item To Craft can both accept and supply its value to/from other properties that share the date-type of ItemType.

Property on Item (ItemProperty)
The property of the crafted item. If this property is not set, a default value of None is assumed. Property on Item can both accept and supply its value to/from other properties that share the date-type of ItemProperty.

Required Item 1 (ItemType)
Type of item required for this craft. Required Item 1 is a required property. Required Item 1 can both accept and supply its value to/from other properties that share the date-type of ItemType.

Required Property 1 (ItemProperty)
Type of required property for this craft. If this property is not set, a default of None is assumed. Required Property 1 can both accept and supply its value to/from other properties that share the date-type of ItemProperty.

Required Amount 1 (Number)
Amount of items required for this craft. If this property is not set, a default of 1 is assumed. Required Amount 1 can both accept and supply its value to/from other properties that share the date-type of Number.

Required Item 2 (ItemType)
Type of item required for this craft. Required Item 2 can both accept and supply its value to/from other properties that share the date-type of ItemType.

Required Property 2 (ItemProperty)
Type of required property for this craft. If this property is not set, a default of None is assumed. Required Property 2 can both accept and supply its value to/from other properties that share the date-type of ItemProperty.

Required Amount 2 (Number)
Amount of items required for this craft. If this property is not set, a default of 1 is assumed. Required Amount 2 can both accept and supply its value to/from other properties that share the date-type of Number.

Required Item 3 (ItemType)
Type of item required for this craft. Required Item 3 can both accept and supply its value to/from other properties that share the date-type of ItemType.

Required Property 3 (ItemProperty)
Type of required property for this craft. If this property is not set, a default of None is assumed. Required Property 3 can both accept and supply its value to/from other properties that share the date-type of ItemProperty.

Required Amount 3 (Number)
Amount of items required for this craft. If this property is not set, a default of 1 is assumed. Required Amount 3 can both accept and supply its value to/from other properties that share the date-type of Number.

Required Item 4 (ItemType)
Type of item required for this craft. Required Item 4 can both accept and supply its value to/from other properties that share the date-type of ItemType.

Required Property 4 (ItemProperty)
Type of required property for this craft. If this property is not set, a default of None is assumed. Required Property 4 can both accept and supply its value to/from other properties that share the date-type of ItemProperty.

Required Amount 4 (Number)
Amount of items required for this craft. If this property is not set, a default of 1 is assumed. Required Amount 4 can both accept and supply its value to/from other properties that share the date-type of Number.

Required Item 5 (ItemType)
Type of item required for this craft. Required Item 5 can both accept and supply its value to/from other properties that share the date-type of ItemType.

Required Property 5 (ItemProperty)
Type of required property for this craft. If this property is not set, a default of None is assumed. Required Property 5 can both accept and supply its value to/from other properties that share the date-type of ItemProperty.

Required Amount 5 (Number)
Amount of items required for this craft. If this property is not set, a default of 1 is assumed. Required Amount 5 can both accept and supply its value to/from other properties that share the date-type of Number.

Required Item 6 (ItemType)
Type of item required for this craft. Required Item 6 can both accept and supply its value to/from other properties that share the date-type of ItemType.

Required Property 6 (ItemProperty)
Type of required property for this craft. If this property is not set, a default of None is assumed. Required Property 6 can both accept and supply its value to/from other properties that share the date-type of ItemProperty.

Required Amount 6 (Number)
Amount of items required for this craft. If this property is not set, a default of 1 is assumed. Required Amount 6 can both accept and supply its value to/from other properties that share the date-type of Number.

Item Created (Flow)
Flows out of this property after the Item from this craft has been created. The value of this property is generated and recalculated when requested.

Paid For Donation (Bool)
Player is paid gold when dropping off required items. Paid For Donation can both accept and supply its value to/from other properties that share the date-type of Bool.

Pay For Pickup (Bool)
Player must pay when picking up crafted item. Pay For Pickup can both accept and supply its value to/from other properties that share the date-type of Bool.

On Item Removed (Flow)
Flows out of this property after the Item from this craft has been picked up by the player. The value of this property is generated and recalculated when requested.

Flow Through (Flow)
Flows out of this property immediately to the next node. The value of this property is generated and recalculated when requested.

Create Value Event Craft

Creates a new craft for a given dock which accepts any of the required items then runs an event. This node has a flow in and a Craft flow out plug. It has the following properties:

Dock (Dock)
The dock that will receive the new quest. Dock is a required property. Dock can both accept and supply its value to/from other properties that share the date-type of Dock.

Event Type (CraftEventType)
The item that will be created. Event Type is a required property.

Required Value (Number)
The amount of gold needed to succeed the craft. Required Value is a required property. Required Value can both accept and supply its value to/from other properties that share the date-type of Number.

Event Title (String)
The title of the event that is displayed on top of the crafting bar. Event Title is a required property. Event Title can both accept and supply its value to/from other properties that share the date-type of String.

Event Description (String)
The detailed description of the event. Event Description is a required property. Event Description can both accept and supply its value to/from other properties that share the date-type of String.

Required Item 1 (ItemType)
Type of item required for this craft. Required Item 1 is a required property. Required Item 1 can both accept and supply its value to/from other properties that share the date-type of ItemType.

Required Property 1 (ItemProperty)
Type of required property for this craft. If this property is not set, a default of None is assumed. Required Property 1 can both accept and supply its value to/from other properties that share the date-type of ItemProperty.

Value Multiplier 1 (Number)
Bonus return value for this item. 100 is normal price, 200 is two times normal value, 50 is half normal value. If this property is not set, a default of 100 is assumed. Value Multiplier 1 can both accept and supply its value to/from other properties that share the date-type of Number.

Required Item 2 (ItemType)
Type of item required for this craft. Required Item 2 can both accept and supply its value to/from other properties that share the date-type of ItemType.

Required Property 2 (ItemProperty)
Type of required property for this craft. If this property is not set, a default of None is assumed. Required Property 2 can both accept and supply its value to/from other properties that share the date-type of ItemProperty.

Value Multiplier 2 (Number)
Bonus return value for this item. 100 is normal price, 200 is two times normal value, 50 is half normal value. If this property is not set, a default of 100 is assumed. Value Multiplier 2 can both accept and supply its value to/from other properties that share the date-type of Number.

Required Item 3 (ItemType)
Type of item required for this craft. Required Item 3 can both accept and supply its value to/from other properties that share the date-type of ItemType.

Required Property 3 (ItemProperty)
Type of required property for this craft. If this property is not set, a default of None is assumed. Required Property 3 can both accept and supply its value to/from other properties that share the date-type of ItemProperty.

Value Multiplier 3 (Number)
Bonus return value for this item. 100 is normal price, 200 is two times normal value, 50 is half normal value. If this property is not set, a default of 100 is assumed. Value Multiplier 3 can both accept and supply its value to/from other properties that share the date-type of Number.

Required Item 4 (ItemType)
Type of item required for this craft. Required Item 4 can both accept and supply its value to/from other properties that share the date-type of ItemType.

Required Property 4 (ItemProperty)
Type of required property for this craft. If this property is not set, a default of None is assumed. Required Property 4 can both accept and supply its value to/from other properties that share the date-type of ItemProperty.

Value Multiplier 4 (Number)
Bonus return value for this item. 100 is normal price, 200 is two times normal value, 50 is half normal value. If this property is not set, a default of 100 is assumed. Value Multiplier 4 can both accept and supply its value to/from other properties that share the date-type of Number.

Required Item 5 (ItemType)
Type of item required for this craft. Required Item 5 can both accept and supply its value to/from other properties that share the date-type of ItemType.

Required Property 5 (ItemProperty)
Type of required property for this craft. If this property is not set, a default of None is assumed. Required Property 5 can both accept and supply its value to/from other properties that share the date-type of ItemProperty.

Value Multiplier 5 (Number)
Bonus return value for this item. 100 is normal price, 200 is two times normal value, 50 is half normal value. If this property is not set, a default of 100 is assumed. Value Multiplier 5 can both accept and supply its value to/from other properties that share the date-type of Number.

Required Item 6 (ItemType)
Type of item required for this craft. Required Item 6 can both accept and supply its value to/from other properties that share the date-type of ItemType.

Required Property 6 (ItemProperty)
Type of required property for this craft. If this property is not set, a default of None is assumed. Required Property 6 can both accept and supply its value to/from other properties that share the date-type of ItemProperty.

Value Multiplier 6 (Number)
Bonus return value for this item. 100 is normal price, 200 is two times normal value, 50 is half normal value. If this property is not set, a default of 100 is assumed. Value Multiplier 6 can both accept and supply its value to/from other properties that share the date-type of Number.

Event Created (Flow)
Flows out of this property after the event from this craft has been created. The value of this property is generated and recalculated when requested.

Paid For Donation (Bool)
Player is paid gold when dropping off required items. Paid For Donation can both accept and supply its value to/from other properties that share the date-type of Bool.

Multiple Crafting (Bool)
After the craft is completed if enabled the remainder is used towards this craft again. Otherwise the craft is completed and removed. Multiple Crafting can both accept and supply its value to/from other properties that share the date-type of Bool.

Flow Through (Flow)
Flows out of this property immediately to the next node. The value of this property is generated and recalculated when requested.

Create Value Item Craft

Creates a new craft for a given dock which converts any of the required items into another item. This node has a flow in and a Craft flow out plug. It has the following properties:

Dock (Dock)
The dock that will receive the new quest. Dock is a required property. Dock can both accept and supply its value to/from other properties that share the date-type of Dock.

Item To Craft (ItemType)
The item that will be created. Item To Craft is a required property. Item To Craft can both accept and supply its value to/from other properties that share the date-type of ItemType.

Property on Item (ItemProperty)
The property of the crafted item. If this property is not set, a default value of None is assumed. Property on Item can both accept and supply its value to/from other properties that share the date-type of ItemProperty.

Required Item 1 (ItemType)
Type of item required for this craft. Required Item 1 is a required property. Required Item 1 can both accept and supply its value to/from other properties that share the date-type of ItemType.

Required Property 1 (ItemProperty)
Type of required property for this craft. If this property is not set, a default of None is assumed. Required Property 1 can both accept and supply its value to/from other properties that share the date-type of ItemProperty.

Value Multiplier 1 (Number)
Bonus return value for this item. 100 is normal price, 200 is two times normal value, 50 is half normal value. Value Multiplier 1 can both accept and supply its value to/from other properties that share the date-type of Number.

Required Item 2 (ItemType)
Type of item required for this craft. Required Item 2 can both accept and supply its value to/from other properties that share the date-type of ItemType.

Required Property 2 (ItemProperty)
Type of required property for this craft. If this property is not set, a default of None is assumed. Required Property 2 can both accept and supply its value to/from other properties that share the date-type of ItemProperty.

Value Multiplier 2 (Number)
Bonus return value for this item. 100 is normal price, 200 is two times normal value, 50 is half normal value. Value Multiplier 2 can both accept and supply its value to/from other properties that share the date-type of Number.

Required Item 3 (ItemType)
Type of item required for this craft. Required Item 3 can both accept and supply its value to/from other properties that share the date-type of ItemType.

Required Property 3 (ItemProperty)
Type of required property for this craft. If this property is not set, a default of None is assumed. Required Property 3 can both accept and supply its value to/from other properties that share the date-type of ItemProperty.

Value Multiplier 3 (Number)
Bonus return value for this item. 100 is normal price, 200 is two times normal value, 50 is half normal value. Value Multiplier 3 can both accept and supply its value to/from other properties that share the date-type of Number.

Required Item 4 (ItemType)
Type of item required for this craft. Required Item 4 can both accept and supply its value to/from other properties that share the date-type of ItemType.

Required Property 4 (ItemProperty)
Type of required property for this craft. If this property is not set, a default of None is assumed. Required Property 4 can both accept and supply its value to/from other properties that share the date-type of ItemProperty.

Value Multiplier 4 (Number)
Bonus return value for this item. 100 is normal price, 200 is two times normal value, 50 is half normal value. Value Multiplier 4 can both accept and supply its value to/from other properties that share the date-type of Number.

Required Item 5 (ItemType)
Type of item required for this craft. Required Item 5 can both accept and supply its value to/from other properties that share the date-type of ItemType.

Required Property 5 (ItemProperty)
Type of required property for this craft. If this property is not set, a default of None is assumed. Required Property 5 can both accept and supply its value to/from other properties that share the date-type of ItemProperty.

Value Multiplier 5 (Number)
Bonus return value for this item. 100 is normal price, 200 is two times normal value, 50 is half normal value. Value Multiplier 5 can both accept and supply its value to/from other properties that share the date-type of Number.

Required Item 6 (ItemType)
Type of item required for this craft. Required Item 6 can both accept and supply its value to/from other properties that share the date-type of ItemType.

Required Property 6 (ItemProperty)
Type of required property for this craft. If this property is not set, a default of None is assumed. Required Property 6 can both accept and supply its value to/from other properties that share the date-type of ItemProperty.

Value Multiplier 6 (Number)
Bonus return value for this item. 100 is normal price, 200 is two times normal value, 50 is half normal value. Value Multiplier 6 can both accept and supply its value to/from other properties that share the date-type of Number.

Item Created (Flow)
Flows out of this property after the Item from this craft has been created. The value of this property is generated and recalculated when requested.

Paid For Donation (Bool)
Player is paid gold when dropping off required items. Paid For Donation can both accept and supply its value to/from other properties that share the date-type of Bool.

Pay For Pickup (Bool)
Player must pay when picking up crafted item. Pay For Pickup can both accept and supply its value to/from other properties that share the date-type of Bool.

Multiple Crafting (Bool)
After the craft is completed if enabled the remainder is used towards this craft again. Otherwise the craft is completed and removed. Multiple Crafting can both accept and supply its value to/from other properties that share the date-type of Bool.

On Item Removed (Flow)
Flows out of this property after the Item from this craft has been picked up by the player. The value of this property is generated and recalculated when requested.

Flow Through (Flow)
Flows out of this property immediately to the next node. The value of this property is generated and recalculated when requested.

Current Player Gold

Returns the current player's gold. The value is updated and accurate when it is requested. This node has a Number flow out plug. It has no properties.

Current Stage

Returns the quest's current stage number. The value is updated and accurate when it is requested. This node has a Number flow out plug. It has no properties.

Cutscene Text

Displays a cinematic Text on the screen, for use with adding text to cinematics. This is to be used with Toggle Cutscene UI Node. This node has a flow in and a flow out plug. It has the following properties:

Displayed Text (String)
This is the text to be displayed. If this property is left blank, then this will clear any existing cutscene text from the screen.

Duration (CameraDuration)
This is the duration that the cinematic cutscene text should be displayed for. Duration is a required property.

Decrease Friendship

Decreases the friendship the player has with a given dock. This number can be referenced and used in other quests for this dock. This node has a flow in and a flow out plug. It has the following properties:

Dock (Dock)
This is the target dock. Dock is a required property. Dock can both accept and supply its value to/from other properties that share the date-type of Dock.

Dialogue

Displays a dialogue UI which shows ferrets communicating with the player as well as responses the player can issue in response. This node has a flow in plug. It has the following properties:

Message (String)
This is the message that the ferret is saying to the player. Message is a required property. Message can both accept and supply its value to/from other properties that share the date-type of String.

Option 1 (Flow)
The first option that the player can say, and if chosen will flow out of this property. Option 1 can accept a value with the data-type of Flow from other properties. When appropriate, this property can flow to another node.

Option 2 (Flow)
The second option that the player can say, and if chosen will flow out of this property. Option 2 can accept a value with the data-type of Flow from other properties. When appropriate, this property can flow to another node.

Option 3 (Flow)
The third option that the player can say, and if chosen will flow out of this property. Option 3 can accept a value with the data-type of Flow from other properties. When appropriate, this property can flow to another node.

On Canceled (Flow)
If the player exits the dialogue without making a choice, this property will flow out. The value of this property is generated and recalculated when requested.

Disembark

Causes a given ship to disembark, leaving their ship empty. This node has a flow in and a flow out plug. It has the following properties:

Ship (Ship)
This is the ship that will be emptied. Ship is a required property. Ship can both accept and supply its value to/from other properties that share the date-type of Ship.

Distance

Calculates the distances between two locations. This node has a Number flow out plug. It has the following properties:

Ship (Ship)
Starting location from a ship. Mutually exclusive with Dock and location. Ship is a required property. Ship can both accept and supply its value to/from other properties that share the date-type of Ship.

Dock (Dock)
Starting location from a dock. Mutually exclusive with Ship and location. Dock is a required property. Dock can both accept and supply its value to/from other properties that share the date-type of Dock.

Location (Location)
Starting location from a location. Mutually exclusive with Ship and Dock. Location is a required property. Location can both accept and supply its value to/from other properties that share the date-type of Location.

Target Ship (Ship)
Ending location to a target ship. Mutually exclusive with target Dock and target location. Target Ship is a required property. Target Ship can both accept and supply its value to/from other properties that share the date-type of Ship.

Target Dock (Dock)
Ending location to a target dock. Mutually exclusive with target Ship and target location. Target Dock is a required property. Target Dock can both accept and supply its value to/from other properties that share the date-type of Dock.

Target Location (Location)
Ending location to a target location. Mutually exclusive with target Ship and target Dock. Target Location is a required property. Target Location can both accept and supply its value to/from other properties that share the date-type of Location.

Divide Number

Takes two numbers and divides them from each other. It flows out after the division is completed. This node has a flow in and a flow out plug. It has the following properties:

Value A (Number)
The first number for use with division. Value A is a required property. Value A can both accept and supply its value to/from other properties that share the date-type of Number.

Value B (Number)
The second number for use with division. Value B is a required property. Value B can both accept and supply its value to/from other properties that share the date-type of Number.

Result (Number)
The result from dividing both numbers from each other. The value of this property is generated and recalculated when requested.

Dock Item Production

Listens for the player to sell a set amount of items to a dock, then adds specific items to that dock for sale. For instance: If you sell 3 worms to a fisherman they might produce 1 fish for sale. This node has a flow in and a flow out plug. It has the following properties:

Dock (Dock)
The dock that can produce items. Dock is a required property. Dock can both accept and supply its value to/from other properties that share the date-type of Dock.

Amount Dock Requires (Number)
This is the amount of items that are required in order to produce items. If not set or set to 0, this number will automatically be generated. Amount Dock Requires can both accept and supply its value to/from other properties that share the date-type of Number.

Type of Item Dock Requires (ItemType)
This is the type of items that are required in order to produce items. If not set or set to unknown, this item type will be automatically generated. Type of Item Dock Requires can both accept and supply its value to/from other properties that share the date-type of ItemType.

Amount Dock Produces (Number)
This is the amount of items that are produced. If not set or set to 0, this number will automatically be generated. Amount Dock Produces can both accept and supply its value to/from other properties that share the date-type of Number.

Type of Item Dock Produces (ItemType)
This is the type of items that are produced. If not set or set to unknown, this number will automatically be generated. Type of Item Dock Produces can both accept and supply its value to/from other properties that share the date-type of ItemType.

On Items Produced (Flow)
When this dock successfully produces item(s) with this node, this property will flow out. When appropriate, this property can flow to another node.

Not Enough Required Items (Flow)
When an item is sold of the required type, but not enough to produce an item, this property will flow out. When appropriate, this property can flow to another node.

Dock Type

This is a basic data-type describing a specific type of dock, for instance a ship merchant or a fisherman. This node has a flow in and a DockType flow out plug. It has the following properties:

Value (DockType)
The value this node should be set to. Value can accept multiple values with the data-type of DockType from other properties.

Flow Through (Flow)
After setting the value, flows from this property. When appropriate, this property can flow to another node.

End Storm

Stops any active storm. If there is not a storm actively running, this node does nothing. Can be used with the Start Storm node. This node has a flow in and a flow out plug. It has no properties.

Equals

Takes two numbers and checks if they are equal to each other. This node has a flow in plug. It has the following properties:

Value A (Number)
First number to check. Value A is a required property. Value A can both accept and supply its value to/from other properties that share the date-type of Number.

Value B (Number)
Second number to check. Value B is a required property. Value B can both accept and supply its value to/from other properties that share the date-type of Number.

Yes (Flow)
If they are the same number, it will flow out of this property. The value of this property is generated and recalculated when requested.

No (Flow)
If they are NOT the same number, it will flow out of this property. The value of this property is generated and recalculated when requested.

Escort

Not implemented yet. A type of mission that will allow the player to go with a specific ship to a given location, and when successful, they will get a reward. This node has a flow in and a flow out plug. It has the following properties:

Ship To Escort (Ship)
Ship To Escort is a required property. Ship To Escort can both accept and supply its value to/from other properties that share the date-type of Ship.

Location (Location)
Location is a required property. Location can both accept and supply its value to/from other properties that share the date-type of Location.

Faction From Dock

This node will return the faction of a given dock. This node has a FactionType flow out plug. It has the following properties:

Dock (Dock)
The target dock. Dock is a required property. Dock can both accept and supply its value to/from other properties that share the date-type of Dock.

Faction From Ship

This node will return the faction of a given ship. This node has a FactionType flow out plug. It has the following properties:

Ship (Ship)
The target ship. Ship is a required property. Ship can both accept and supply its value to/from other properties that share the date-type of Ship.

Faction Type

Basic data-type used to specify a specific faction. This node has a flow in and a FactionType flow out plug. It has the following properties:

Value (FactionType)
The value that should be set. Value can accept multiple values with the data-type of FactionType from other properties.

Flow Through (Flow)
This will flow out of this property after the value has been set. When appropriate, this property can flow to another node.

Ferret Jump From Boat

Causes a ferret to jump overboard if on ship. This node has a flow in and a flow out plug. It has the following properties:

Ferret (Ferret)
The target ferret to jump overboard. Ferret is a required property. Ferret can both accept and supply its value to/from other properties that share the date-type of Ferret.

Place On Plank (Bool)
Teleports the ferret to the plank on a given ship and then jumps from there. Place On Plank can both accept and supply its value to/from other properties that share the date-type of Bool.

Flow Based On Faction

Directs the flow based on faction of a ship or dock. If the players ship is used, the current flag will be used for flow. This node has a flow in plug. It has the following properties:

Dock (Dock)
The target dock. Mutually exclusive with Ship. Dock is a required property. Dock can accept a value with the data-type of Dock from other properties.

Ship (Ship)
The target ship. Mutually exclusive with Dock. Ship is a required property. Ship can accept a value with the data-type of Ship from other properties.

Unknown (Flow)
Will flow from this propety if the above dock/ship matches this faction type. When appropriate, this property can flow to another node.

Uninhabited (Flow)
Will flow from this propety if the above dock/ship matches this faction type. When appropriate, this property can flow to another node.

Independent (Flow)
Will flow from this propety if the above dock/ship matches this faction type. When appropriate, this property can flow to another node.

Pirate (Flow)
Will flow from this propety if the above dock/ship matches this faction type. When appropriate, this property can flow to another node.

Admiralty (Flow)
Will flow from this propety if the above dock/ship matches this faction type. When appropriate, this property can flow to another node.

Guild (Flow)
Will flow from this propety if the above dock/ship matches this faction type. When appropriate, this property can flow to another node.

Force Dock to Buy Stolen Goods

Forces a dock to be able to buy stolen goods or not. This node has a flow in plug. It has the following properties:

Can Buy Stolen Goods (Bool)
If the dock should be able to buy stolen goods or not. Can Buy Stolen Goods can both accept multiple values, and supply these values to/from other properties that share the data-type of Bool.

For Dock (Dock)
This is which dock is being referenced. For Dock is a required property. For Dock can both accept multiple values, and supply these values to/from other properties that share the data-type of Dock.

Is True (Flow)
It flows out of this property if the dock in question can buy stolen goods. When appropriate, this property can flow to another node.

Is False (Flow)
It flows out of this property if the dock in question can NOT buy stolen goods. When appropriate, this property can flow to another node.

Force Dock

Forces the player to interact with a given ship/dock as if they interacted with it themselves. This node has a flow in and a flow out plug. It has the following properties:

Ship (Ship)
The ship which will be interacted with. Mutually exclusive with Dock. Ship is a required property. Ship can both accept and supply its value to/from other properties that share the date-type of Ship.

Dock (Dock)
The dock which will be interacted with. Mutually exclusive with Ship. Dock is a required property. Dock can both accept and supply its value to/from other properties that share the date-type of Dock.

Get Global Variable

Get the value of a number that was set by any quest. Global Variables are accessible and can be updated from any quest. This node has a Number flow out plug. It has the following properties:

Variable Name (String)
The name of the variable to access. Spelling and Capitalization must be correct. Variable Name is a required property. Variable Name can both accept and supply its value to/from other properties that share the date-type of String.

Greater

Takes two numbers and checks if the first number is greater than the second number. This node has a flow in plug. It has the following properties:

Value A (larger) (Number)
The first number to check. Value A (larger) is a required property. Value A (larger) can both accept and supply its value to/from other properties that share the date-type of Number.

Value B (smaller) (Number)
The second number to check. Value B (smaller) is a required property. Value B (smaller) can both accept and supply its value to/from other properties that share the date-type of Number.

Or Equal To (Bool)
If this property is set to true, then if the first value is equal or greater than the second value, that it will be be considered successful. If this property is set to false, then the first number must be greater than (and not equal to) the second number. Or Equal To can both accept and supply its value to/from other properties that share the date-type of Bool.

Yes (Flow)
If this node is found to be true when it is flowed to, it will flow out of this property. The value of this property is generated and recalculated when requested.

No (Flow)
If this node is found to be false when it is flowed to, it will flow out of this property. The value of this property is generated and recalculated when requested.

Has Empty Slot

Checks to see if there are a specific amount of empty inventory slots on a specific ship/dock. This node has a flow in plug. It has the following properties:

Ship (Ship)
Ship is a required property. Ship can both accept and supply its value to/from other properties that share the date-type of Ship.

Dock (Dock)
Dock is a required property. Dock can both accept and supply its value to/from other properties that share the date-type of Dock.

Amount of Empty Slots (Number)
This is the amount of empty slots to check for. If this property is not set, a default value of 1 empty slots is assumed. Amount of Empty Slots can both accept and supply its value to/from other properties that share the date-type of Number.

Yes (Flow)
If there is enough empty slots, then this node will flow through this property. The value of this property is generated and recalculated when requested.

No (Flow)
If there is NOT enough empty slots, then this node will flow through this property. The value of this property is generated and recalculated when requested.

Has Item

Checks if a specific item is at a given ship or dock. This node has a flow in plug. It has the following properties:

Dock To Check (Dock)
The dock to check. Mutually exclusive with Ship To Check. Dock To Check is a required property. Dock To Check can both accept and supply its value to/from other properties that share the date-type of Dock.

Ship To Check (Ship)
The ship to check. Mutually exclusive with Dock To Check. Ship To Check is a required property. Ship To Check can both accept and supply its value to/from other properties that share the date-type of Ship.

Item (ItemType)
The type of item to count. If this property is not set, any item will be considered. If item property is also not set, it will return all items in the inventory. Item can both accept and supply its value to/from other properties that share the date-type of ItemType.

Item Property (ItemProperty)
The item property to use to count. For instance, you can count all of the stolen items. If this property is not set, any item property will be considered. If item type is also not set, it will return all items in the inventory. Item Property can both accept and supply its value to/from other properties that share the date-type of ItemProperty.

Has At Least One (Flow)
When this node is flowed to, if there is at least one of these types of items, it will flow out of this property. When appropriate, this property can flow to another node.

Has None (Flow)
When this node is flowed to, if there are none of these types of items, it will flow out of this property. When appropriate, this property can flow to another node.

Has Perk

Check if a player has a specific ability enabled. This node has a flow in plug. It has the following properties:

Ability Type (AbilityType)
The ability to look for Ability Type is a required property. Ability Type can both accept and supply its value to/from other properties that share the date-type of AbilityType.

Yes (Flow)
This property will be flowed to if the ability is found. The value of this property is generated and recalculated when requested.

No (Flow)
This property will be flowed to if the ability is NOT found. The value of this property is generated and recalculated when requested.

Home Island Camera Orbit

Custom Camera Action for home island. This node has a flow in and a flow out plug. It has the following properties:

Plot Type (PlotType)
Which plot on the players home island to view with camera. Plot Type is a required property.

Horde Value

Contains information about the player's home island's horde. This node has no flow plugs. It has the following properties:

Horde Total Value (Number)
This is the total value of the items stored in the players horde. The value of this property is generated and recalculated when requested.

Horde Buff Description (String)
A quick description of the bonus the player gets from his current horde. The value of this property is generated and recalculated when requested.

Increase Friendship

Increases the friendship the player has with a given dock. This number can be referenced and used in other quests for this dock. This node has a flow in and a flow out plug. It has the following properties:

Dock (Dock)
This is the target dock. Dock is a required property. Dock can both accept and supply its value to/from other properties that share the date-type of Dock.

Island Type

This is a basic data-type that describes a specific type of island. This node has a flow in and a IslandType flow out plug. It has the following properties:

Value (IslandType)
This is the value that this node is set to. Value can accept multiple values with the data-type of IslandType from other properties.

Flow Through (Flow)
This property is flowed from when the value is set. When appropriate, this property can flow to another node.

Item Preferences

This allows you to get and set the wanted and discount items for merchants. This node has no flow plugs. It has the following properties:

Dock (Dock)
The target dock. Mutually exclusive to Ship Dock is a required property. Dock can both accept and supply its value to/from other properties that share the date-type of Dock.

Ship (Ship)
The target dock. Mutually exclusive to Ship Ship is a required property. Ship can both accept and supply its value to/from other properties that share the date-type of Ship.

Wanted Item (ItemType)
This is the item that this merchant wants. The value of this property is generated and recalculated when requested.

Discount Item (ItemType)
This is the item this merchant doesn't want. The value of this property is generated and recalculated when requested.

Item Property Type

This is a basic data-type that describes the state of an item. For example, an item can be Stolen, or Illegal. This node has a flow in and a ItemProperty flow out plug. It has the following properties:

Value (ItemProperty)
This is the value of this node. Value can accept multiple values with the data-type of ItemProperty from other properties.

Flow Through (Flow)
This property is flowed through after the value is set. When appropriate, this property can flow to another node.

Item Type

This is a basic data-type that describes a type of item. For example, an item can be an apple or cow. This node has a flow in and a ItemType flow out plug. It has the following properties:

Value (ItemType)
This is the value of this node. Value can accept multiple values with the data-type of ItemType from other properties.

Flow Through (Flow)
This property is flowed through after the value is set. When appropriate, this property can flow to another node.

Launder Player Items

Launders all of the player's items. Any stolen items are now considered not stolen. This action happens without taking any gold from the player, however, you can get an estimated cost of what the player should pay using the Cost To Convert Items property. This node has a flow in and a flow out plug. It has the following properties:

Cost To Convert Items (Number)
This is the recommended cost for laundering items. The value of this property is generated and recalculated when requested.

Lesser

Takes two numbers and checks if the first number is less than the second number. This node has a flow in plug. It has the following properties:

Value A (smaller) (Number)
The first number to check. Value A (smaller) is a required property. Value A (smaller) can both accept and supply its value to/from other properties that share the date-type of Number.

Value B (larger) (Number)
The second number to check. Value B (larger) is a required property. Value B (larger) can both accept and supply its value to/from other properties that share the date-type of Number.

Or Equal To (Bool)
If this property is set to true, then if the first value is equal or less than the second value, that it will be be considered successful. If this property is set to false, then the first number must be less than (and not equal to) the second number. Or Equal To can both accept and supply its value to/from other properties that share the date-type of Bool.

Yes (Flow)
If this is node is found to be true when it is flowed to, it will flow out of this property. The value of this property is generated and recalculated when requested.

No (Flow)
If this is node is found to be false when it is flowed to, it will flow out of this property. The value of this property is generated and recalculated when requested.

Location

This picks a location in the world. This node has a Location flow out plug. It has the following properties:

X (Number)
A specific X location within the zone. Mutually exclusive with Ship and Dock. X can both accept and supply its value to/from other properties that share the date-type of Number.

Y (Number)
A specific Y location within the zone. Mutually exclusive with Ship and Dock. Y can both accept and supply its value to/from other properties that share the date-type of Number.

Prefered Cells Away On Map (Number)
The amount of zones away from the player the location should be chosen from. If 0, then it will choose a location in this zone. If 3 for instance, it will choose a location that will require the player to zone at 3 times to reach. If this property is not set, this will pick a location in the zone the player is in, assuming ship and dock are not set. Prefered Cells Away On Map can both accept and supply its value to/from other properties that share the date-type of Number.

Within This Local Radius (Number)
The maximum distance away from the given X/Y location, Ship, or Dock. Within This Local Radius can both accept and supply its value to/from other properties that share the date-type of Number.

Minumum Local Radius Away (Number)
The minimum distance away from the given X/Y location, Ship, or Dock. Minumum Local Radius Away can both accept and supply its value to/from other properties that share the date-type of Number.

Close To This Ship (Ship)
A ship to base the location on. Mutually exclusive with X/Y and Dock. Close To This Ship can both accept and supply its value to/from other properties that share the date-type of Ship.

Close To This Dock (Dock)
A dock to base the location on. Mutually exclusive with X/Y and Ship. Close To This Dock can both accept and supply its value to/from other properties that share the date-type of Dock.

Rotation Towards Ship (Ship)
Rotation should be towards a given ship. Used by spawn ship. Rotation Towards Ship can both accept and supply its value to/from other properties that share the date-type of Ship.

Market Value

Get the value of a given item based on a specific Ship or Dock. This node has no flow plugs. It has the following properties:

Item Type (ItemType)
The Type of Item that you wish to know the price of. Item Type is a required property. Item Type can both accept and supply its value to/from other properties that share the date-type of ItemType.

Item Property (ItemProperty)
Optionally checks the price of specific type of item. For instance if the item is stolen or illegal. Item Property can both accept and supply its value to/from other properties that share the date-type of ItemProperty.

Target Ship (Ship)
The target ship. Mutually exclusive with Target Dock. Target Ship is a required property. Target Ship can both accept and supply its value to/from other properties that share the date-type of Ship.

Target Dock (Dock)
The target dock. Mutually exclusive with Target Ship. Target Dock is a required property. Target Dock can both accept and supply its value to/from other properties that share the date-type of Dock.

Target's Sell Value (Number)
The value of this property is generated and recalculated when requested.

Target's Buy Value (Number)
The value of this property is generated and recalculated when requested.

Item Type Base Value (Number)
The value of this property is generated and recalculated when requested.

Move Ship

Immediately repositions a given ship to a specific location. This node has a flow in and a flow out plug. It has the following properties:

Ship (Ship)
The ship to move. Ship is a required property. Ship can both accept and supply its value to/from other properties that share the date-type of Ship.

Location (Location)
The location to move the ship to. Location is a required property. Location can both accept and supply its value to/from other properties that share the date-type of Location.

Multiply Number

Takes two numbers and multiplies them to each other. It flows out after the multiplication is completed. This node has a flow in and a flow out plug. It has the following properties:

Value A (Number)
The first number for use with multiplication. Value A is a required property. Value A can both accept and supply its value to/from other properties that share the date-type of Number.

Value B (Number)
The second number for use with multiplication. Value B is a required property. Value B can both accept and supply its value to/from other properties that share the date-type of Number.

Result (Number)
The result from multiplying both numbers to each other. The value of this property is generated and recalculated when requested.

Not Equals

Takes two numbers and checks if they are NOT equal to each other. This node has a flow in plug. It has the following properties:

Value A (Number)
First number to check. Value A is a required property. Value A can both accept and supply its value to/from other properties that share the date-type of Number.

Value B (Number)
Second number to check. Value B is a required property. Value B can both accept and supply its value to/from other properties that share the date-type of Number.

Yes (Flow)
If they are NOT the same number, it will flow out of this property. The value of this property is generated and recalculated when requested.

No (Flow)
If they are the same number, it will flow out of this property. The value of this property is generated and recalculated when requested.

Number

This is a basic data-type that specifies a number. The number can be a whole number or a decimal, however it can NOT be a fraction. This node has a flow in and a Number flow out plug. It has the following properties:

Value (Number)
The value of this node. Value is a required property. Value can accept multiple values with the data-type of Number from other properties.

Flow Through (Flow)
After the value is set, it flows through this property. When appropriate, this property can flow to another node.

On Back To Ship

Waits until the player goes back to their ship. This node has a flow in and a flow out plug. It has no properties.

On Dock

Waits until the player docks to perform then flows out. This node will activate when the supplied dock is interacted with and if thie supplied quest stage matches the quests current quest stage. This node has a flow out plug. It has the following properties:

Stage (Number)
The required stage for this node to activate. The stage can be set with the Set Stage node. Stage is a required property. Stage can both accept and supply its value to/from other properties that share the date-type of Number.

Dock (Dock)
The dock which the player will interact with that will activate this node. Mutually exclusive with Dock Type. Dock is a required property. Dock can accept a value with the data-type of Dock from other properties. The value of this property is generated and recalculated when requested.

Dock Type (DockType)
This node will activate when the player interacts with a dock that matches this dock type. Mutually exclusive with Dock. Dock Type is a required property. Dock Type can accept multiple values with the data-type of DockType from other properties.

Only Once Per Dock (Bool)
This On Dock will only occur once for the given dock, then it will be ignored.

On Dialogue Canceled (Flow)
Flows out of this property if any dialogue in this quest is canceled. It serves as a 'catch all' for the On Canceled property of all of the dialogue nodes in this quest. The value of this property is generated and recalculated when requested.

On Exit Combat

Waits until the player is no longer in combat. This node has a flow in and a flow out plug. It has no properties.

On Going To Location

Waits until the player goes to a specific location, then continues the flow. This node has a flow in and a flow out plug. It has the following properties:

Location (Location)
The location which the player must go toward to activate this node. Location is a required property. Location can both accept and supply its value to/from other properties that share the date-type of Location.

Within Distance (Number)
The distance from the location you can be for this node to activate. If this property is not set, the default is set to 50. Within Distance can both accept and supply its value to/from other properties that share the date-type of Number.

On Health

Waits until a given ship gets to a specific amount of HP, then contines with its normal flow. This node has a flow in and a flow out plug. It has the following properties:

Ship (Ship)
The ship with the HP to check for. Ship is a required property. Ship can both accept and supply its value to/from other properties that share the date-type of Ship.

Amount of HP (HpPercent)
The amount of HP the ship will have to activate this node. Amount of HP is a required property.

On Hit

Waits until a given ship is hit with a cannonball. This node has a flow in and a flow out plug. It has the following properties:

Ship (Ship)
The ship we are waiting on to get hit by a cannonball. Ship is a required property. Ship can both accept and supply its value to/from other properties that share the date-type of Ship.

Target (Ship)
The ship that shot the cannonball. If this property is not set, this node will activate when ANY other ship hits the target Ship. Target can both accept and supply its value to/from other properties that share the date-type of Ship.

On Interact With Ship

Waits until the player interacts with a ship, then performs a flow out. This node has a flow in and a flow out plug. It has the following properties:

Ship (Ship)
The ship which the player must interact with. Ship is a required property. Ship can both accept and supply its value to/from other properties that share the date-type of Ship.

Action Label (String)
This is a label that will be displayed when a player is about to interact with a ship. Action Label is a required property. Action Label can both accept and supply its value to/from other properties that share the date-type of String.

On Key Pressed

Waits until the player presses a specific key. This node has a flow in and a flow out plug. It has the following properties:

Input Type (UserInputType)
These are the keys which are bound by the player. Mutually exclusive with Specific Key. Input Type is a required property.

Specific Key (String)
This is a specific key on the keyboard. Mutually exclusive with Input Key. Specific Key is a required property. Specific Key can both accept and supply its value to/from other properties that share the date-type of String.

On Level Up Faction

Waits until the player gains a specific level in a specific faction. This node has a flow in and a flow out plug. It has the following properties:

Faction (FactionType)
The faction which the player must level to. Faction is a required property. Faction can both accept and supply its value to/from other properties that share the date-type of FactionType.

Required Level (Number)
The level the player must be in the target faction in order for this node to activate. If this property is not set, this will trigger the next time you level up. Required Level can both accept and supply its value to/from other properties that share the date-type of Number.

On Other Quest Completed

Waits until a specific other quest is completed. This node has a flow in plug. It has the following properties:

Quest ID (String)
This is the name of the quest which you are waiting to complete. Spelling and Capitalization is important. If this property is not set, any completed quest will activate this node. Quest ID can accept a value with the data-type of String from other properties.

Succeeded (Flow)
If the completed quest was completed successfully then this node will flow out of this property. When appropriate, this property can flow to another node.

Failed (Flow)
If the completed quest was NOT completed successfully then this node will flow out of this property. When appropriate, this property can flow to another node.

On Player Gain Item

Waits until the player gains a specific type of item on their ship. This node has a flow in and a flow out plug. It has the following properties:

Item Type (ItemType)
This is the type of item to wait for. If this property is not set, this will check for any item that the player gains. Item Type can both accept and supply its value to/from other properties that share the date-type of ItemType.

Item Property (ItemProperty)
This is the specific property an item has which this node is waiting for. For instance Stolen or Illegal. If this property is not set, this will check for any item property type. Item Property can both accept and supply its value to/from other properties that share the date-type of ItemProperty.

On Sell Item

Waits until the player sells an item to a specific dock. This node has a flow in and a flow out plug. It has the following properties:

Dock (Dock)
The dock that the item should be sold to. Dock is a required property. Dock can both accept and supply its value to/from other properties that share the date-type of Dock.

Item Type (ItemType)
This is the type of item that should be sold. If this property is not set, this will check for any item that the player sold to this dock. Item Type can both accept and supply its value to/from other properties that share the date-type of ItemType.

Item Property (ItemProperty)
This is the property that the item should have that is being sold. For instance, stolen or illegal. If this property is not set, this will check for any item property type that is sold to this dock. Item Property can both accept and supply its value to/from other properties that share the date-type of ItemProperty.

On Spyglassed

Waits until the player looks at a given ship/dock with their spyglass. This node has a flow in and a flow out plug. It has the following properties:

Ship (Ship)
The ship to view in the spyglass. Ship is a required property. Ship can both accept and supply its value to/from other properties that share the date-type of Ship.

Dock (Dock)
The dock to view in the spyglass. Dock is a required property. Dock can both accept and supply its value to/from other properties that share the date-type of Dock.

On Target In Fire Zone

Waits until a ship is within the firing area of another ship. This node has a flow in and a flow out plug. It has the following properties:

Ship (Ship)
The ship with the firing range to check. Ship is a required property. Ship can both accept and supply its value to/from other properties that share the date-type of Ship.

Target (Ship)
The ship that comes into the firing range. If this property is not set, this will activate when any ship comes within firing range. Target can accept a value with the data-type of Ship from other properties. The value of this property is generated and recalculated when requested.

Direction (Direction)
Which direction the target must be from the firing ship. Direction is a required property.

On Fired (Bool)
Only progress if the ship fired their cannons at the target (true) or just when entering fire zone (false).

Open Faction Window

This opens the faction window UI. You can also unlock it so the player can edit their faction rewards or not. This node has a flow in and a flow out plug. It has the following properties:

Faction To Edit (FactionType)
Which faction skill tree the player can edit If this property is not set, this will open the faction window but not allow you to edit any faction. Faction To Edit can both accept and supply its value to/from other properties that share the date-type of FactionType.

Play Sound Effect

Plays a sound effect at a given volume. This node has a flow in and a flow out plug. It has the following properties:

Sound Effect (SoundEffectType)
The sound effect to play.

Volume (Number)
The volume to play the given sound effect. You can use 10, for 10%; OR you can type 0.1 for 10%. Volume can both accept and supply its value to/from other properties that share the date-type of Number.

Player Bank Account Balance

The amount of money the player has in their bank account. This node has a Number flow out plug. It has no properties.

Player Has Bank Account

Checks if the player has a bank account. This node has a flow in plug. It has the following properties:

Has Bank Account (Bool)
Displays if the player has a bank account or not. The value of this property is generated and recalculated when requested.

Is True (Flow)
Flows out of this property if the player has a bank account. When appropriate, this property can flow to another node.

Is False (Flow)
Flows out of this property if the player does NOT have a bank account. When appropriate, this property can flow to another node.

Amount Of Items

Gets the amount of specific items a given ship or dock has. This node has no flow plugs. It has the following properties:

Dock To Check (Dock)
The dock to check. Mutually exclusive with Ship To Check. Dock To Check is a required property. Dock To Check can both accept and supply its value to/from other properties that share the date-type of Dock.

Ship To Check (Ship)
The ship to check. Mutually exclusive with Dock To Check. Ship To Check is a required property. Ship To Check can both accept and supply its value to/from other properties that share the date-type of Ship.

Item (ItemType)
The type of item to count. If this property is not set, any item will be considered. If item property is also not set, it will return all items in the inventory. Item can both accept and supply its value to/from other properties that share the date-type of ItemType.

Item Property (ItemProperty)
The item property to use to count. For instance, you can count all of the stolen items. If this property is not set, any item property will be considered. If item type is also not set, it will return all items in the inventory. Item Property can both accept and supply its value to/from other properties that share the date-type of ItemProperty.

Amount (Number)
This is the amount of items that were found by this node. The value of this property is generated and recalculated when requested.

Player Ship

This is the players ship. You can also get information about the player using this node. This node has a Ship flow out plug. It has the following properties:

Admiralty Faction Level (Number)
This is the players current Admiralty level. The value of this property is generated and recalculated when requested.

Guild Faction Level (Number)
This is the players current Guild level. The value of this property is generated and recalculated when requested.

Pirate Faction Level (Number)
This is the players current Pirate level. The value of this property is generated and recalculated when requested.

Is Full Health (Bool)
This displays if the player is at full health or not. The value of this property is generated and recalculated when requested.

Current Location (Location)
This is the current location of the player. The value of this property is generated and recalculated when requested.

Current Flag Faction (FactionType)
This is the faction of the current flag the player is flying. The value of this property is generated and recalculated when requested.

Captain Name (String)
This is the name of the player. The value of this property is generated and recalculated when requested.

Ship Name (String)
This is the name of the player's ship. The value of this property is generated and recalculated when requested.

Ship Level (Number)
This is the level of the player's ship. The value of this property is generated and recalculated when requested.

Player Take Control Of Ship

Switches the player's current ship with a different one. This node has a flow in and a flow out plug. It has the following properties:

Ship (Ship)
This is the new ship the player is taking control of. Ship is a required property. Ship can both accept and supply its value to/from other properties that share the date-type of Ship.

Old Ship (Ship)
This is the players old ship before you took control of the new one. The value of this property is generated and recalculated when requested.

Quest Data

This is the starting node of this quest. It contains data about the quest. It also activates and flows when the quest is started. All quests require a Quest Data node. This node has a flow out plug. It has the following properties:

Quest Name (String)
This is the name of this quest. It can used to reference this quest by other quests. Quest Name is a required property.

Basic Quest (Bool)
Each dock will have at least one quest and that quest will be a basic quest. Basic quests are the fundamental actions of a dock. For instance, you will always be able to trade with a merchant which will be a basic quest, however if the merchant wants you to find an item and bring it to them that would be a non-basic quest and would be offered along with the basic quest. Basic Quest can supply its current value to other properties with the data-type of Bool.

Required Faction Type (FactionType)
This quest will only spawn on docks that meet this faction requirement. If this property is not set, all factions can spawn this quest. Required Faction Type can both accept multiple values, and supply these values to/from other properties that share the data-type of FactionType.

Required Faction Level (Number)
This quest will only spawn if the player has this level in the faction for the above Required Faction Type. Required Faction Level can supply its current value to other properties with the data-type of Number.

Required Dock Type (DockType)
This quest will only spawn if dock is of this dock type. If this property is not set, all dock types can spawn this quest. Required Dock Type can both accept multiple values, and supply these values to/from other properties that share the data-type of DockType.

Restricted Dock Type (DockType)
This quest will only spawn if dock is not of this dock type. Restricted Dock Type can both accept multiple values, and supply these values to/from other properties that share the data-type of DockType.

Restricted Island Type (IslandType)
This quest will only spawn if the island is not of this island type. Restricted Island Type can both accept multiple values, and supply these values to/from other properties that share the data-type of IslandType.

Minimum Required Friendship (Number)
STILL IN DEVELOPMENT: This quest will only spawn if you meet this criteria. Minimum Required Friendship can supply its current value to other properties with the data-type of Number.

Maximum Allowed Friendship (Number)
STILL IN DEVELOPMENT: This quest will only spawn if you meet this criteria. Maximum Allowed Friendship can supply its current value to other properties with the data-type of Number.

Quest Dock (Dock)
This is the dock that this quest spawned on. The value of this property is generated and recalculated when requested.

Quest Dock Location (Location)
This is the location of the dock that this quest spawned on. The value of this property is generated and recalculated when requested.

Unique Spawn (Bool)
This quest will not spawn if it is already active on another dock. Unique Spawn can supply its current value to other properties with the data-type of Bool.

Quest Dock

This is the dock that this quest spawned on. This node has a Dock flow out plug. It has no properties.

Quest Icon Type

This is a basic data-type to specify a quest icon. This node has a flow in and a QuestIcontype flow out plug. It has the following properties:

Value (QuestIcontype)
The type of quest icon. Value can accept multiple values with the data-type of QuestIcontype from other properties.

Flow Through (Flow)
This property will flow after the value is set. When appropriate, this property can flow to another node.

Random Bool

Randomly creates a bool. This node has a flow in and a Bool flow out plug. It has the following properties:

Percent True (Number)
This is the likelihood that the value will be true. For instance 10% would mean that it is true 10% of the time and false 90% of the time. You can use 0.1 for 10% OR you can use 10 for 10%. Percent True is a required property. Percent True can both accept and supply its value to/from other properties that share the date-type of Number.

Store First Result (Bool)
When true, this remembers the last value that was selected and when asked for again for this value it will display the saved value. If set to false, each time the bool is requested it is randomly generated again. Store First Result can both accept and supply its value to/from other properties that share the date-type of Bool.

Is True (Flow)
Flows out of this property if the bool is True. When appropriate, this property can flow to another node.

Is False (Flow)
Flows out of this property if the bool is False. When appropriate, this property can flow to another node.

Random Flow

Flows randomly to a connected node(s). The Weight property on the nodes dictate each nodes likelihood that they will be flowed to. This node has a flow in plug. It has the following properties:

Store First Result (Bool)
When true, this will store what it chooses, and will act that same way again. If false, it will regenerate which nodes to flow to.

Amount To Choose (Number)
This is the amount of nodes that are chosen to be flowed to. If this property is not set, the default amount of 1 will be used.

Random Flow (Flow)
This is where all of the nodes are connected to be considered for this random flow. Each node's weight property impact its likelihood to be chosen. When appropriate, this property can flow to another node.

Random Number

Randomly creates a number. This node has a Number flow out plug. It has the following properties:

Minimum (Number)
This is the smallest the random number can be. Minimum is a required property. Minimum can both accept and supply its value to/from other properties that share the date-type of Number.

Maximum (Number)
This is the largest the random number can be. Maximum is a required property. Maximum can both accept and supply its value to/from other properties that share the date-type of Number.

Store First Result (Bool)
When true, this will remember the result and only give the first generated number when asked. If false, then it will regenerate the number each time that it is asked for. Store First Result can both accept and supply its value to/from other properties that share the date-type of Bool.

Whole Number Only (Bool)
This forces whatever random number generated to be a whole number only. Whole Number Only can both accept and supply its value to/from other properties that share the date-type of Bool.

Random Property

This generates a random property. There are many property types to choose from. This node has no flow plugs. It has the following properties:

Store First Result (Bool)
This stores the first generated result. If false then it will regenerate a new random property when requested.

Unique Only (Bool)
This limits the results so that there are no duplicated values and that each value is unique.

Amount To Choose (Number)
The amount that should be generated. If this property is not set, the default amount of 1 will be used.

Quest Icon Type (QuestIcontype)
Quest Icon Type can accept multiple values with the data-type of QuestIcontype from other properties. The value of this property is generated and recalculated when requested.

Location (Location)
Location can accept multiple values with the data-type of Location from other properties. The value of this property is generated and recalculated when requested.

Faction Type (FactionType)
Faction Type can accept multiple values with the data-type of FactionType from other properties. The value of this property is generated and recalculated when requested.

Ability Type (AbilityType)
Ability Type can accept multiple values with the data-type of AbilityType from other properties. The value of this property is generated and recalculated when requested.

Item Type (ItemType)
Item Type can accept multiple values with the data-type of ItemType from other properties. The value of this property is generated and recalculated when requested.

Item Property (ItemProperty)
Item Property can accept multiple values with the data-type of ItemProperty from other properties. The value of this property is generated and recalculated when requested.

Reward Type (RewardType)
Reward Type can accept multiple values with the data-type of RewardType from other properties. The value of this property is generated and recalculated when requested.

Rarity Type (RarityType)
Rarity Type can accept multiple values with the data-type of RarityType from other properties. The value of this property is generated and recalculated when requested.

String (String)
String can accept multiple values with the data-type of String from other properties. The value of this property is generated and recalculated when requested.

Number (Number)
Number can accept multiple values with the data-type of Number from other properties. The value of this property is generated and recalculated when requested.

Bool (Bool)
Bool can accept multiple values with the data-type of Bool from other properties. The value of this property is generated and recalculated when requested.

Ship Type (ShipType)
Ship Type can accept multiple values with the data-type of ShipType from other properties. The value of this property is generated and recalculated when requested.

Ship (Ship)
Ship can accept multiple values with the data-type of Ship from other properties. The value of this property is generated and recalculated when requested.

Island Type (IslandType)
Island Type can accept multiple values with the data-type of IslandType from other properties. The value of this property is generated and recalculated when requested.

Dock Type (DockType)
Dock Type can accept multiple values with the data-type of DockType from other properties. The value of this property is generated and recalculated when requested.

Dock (Dock)
Dock can accept multiple values with the data-type of Dock from other properties. The value of this property is generated and recalculated when requested.

Boat Upgrade Type (UpgradeType)
Boat Upgrade Type can accept multiple values with the data-type of UpgradeType from other properties. The value of this property is generated and recalculated when requested.

Rarity Type

This is a basic data-type specifying a rarity type. This node has a flow in and a RarityType flow out plug. It has the following properties:

Value (RarityType)
Used to set the value of this node. Value can accept multiple values with the data-type of RarityType from other properties.

Flow Through (Flow)
Flows through this property after the value is saved. When appropriate, this property can flow to another node.

Remove Craft

Removes a crafting recipe. This node has a flow in and a flow out plug. It has the following properties:

Craft To Remove (Craft)
This is the craft which should be removed. Craft To Remove is a required property. Craft To Remove can both accept and supply its value to/from other properties that share the date-type of Craft.

Remove Money From Player Bank Account

Removes money from the player's bank account. This node has a flow in and a flow out plug. It has the following properties:

Amount To Remove (Number)
The amount to remove. Amount To Remove is a required property. Amount To Remove can both accept and supply its value to/from other properties that share the date-type of Number.

Amount to Add To Player (BankAccountMovementAmount)
The amount to add to the player. Amount to Add To Player is a required property.

Remove Player Gold

Removes gold from the player. This node has a flow in and a flow out plug. It has the following properties:

Amount To Remove (Number)
This is the amount of gold to remove from the player. Amount To Remove is a required property. Amount To Remove can both accept and supply its value to/from other properties that share the date-type of Number.

Remove Item

Removes an item(s) from a give dock or ship. This node has a flow in and a flow out plug. It has the following properties:

Item (ItemType)
The type of item to remove. Item is a required property. Item can accept multiple values with the data-type of ItemType from other properties.

Item Property (ItemProperty)
The property of the item that should be removed. For instance stolen or illegal. If this property is not set, all item properties will be considered. Item Property can accept a value with the data-type of ItemProperty from other properties.

All (Bool)
If true, then it removes all of the items that match the Item and Item Property. If false, this propety is ignored and amount is used instead. All can both accept and supply its value to/from other properties that share the date-type of Bool.

Amount (Number)
This is the amount of items to remove. If the All Property is set, this property is ignored. If this property is not set, a default of 1 items will be assumed. Amount can both accept and supply its value to/from other properties that share the date-type of Number.

Dock (Dock)
The dock to remove the item(s) from. Mutually exclusive with Ship. Dock is a required property. Dock can both accept and supply its value to/from other properties that share the date-type of Dock.

Ship (Ship)
The ship to remove the item(s) from. Mutually exclusive with Dock. Ship is a required property. Ship can both accept and supply its value to/from other properties that share the date-type of Ship.

Remove Quest

Removes this quest from the player. This does not complete the quest, that is done with the Complete Quest node. This node has a flow in and a flow out plug. It has no properties.

Remove Ship From World

Removes a ship from the world immediately. This node has a flow in and a flow out plug. It has the following properties:

Ship (Ship)
The ship to be removed. Ship is a required property. Ship can both accept and supply its value to/from other properties that share the date-type of Ship.

Repair Ship

This repairs a given ship to 100% HP. This does not remove money from the player. This node has a flow in and a flow out plug. It has the following properties:

Ship (Ship)
This is the ship to repair. Ship is a required property. Ship can both accept and supply its value to/from other properties that share the date-type of Ship.

Cost To Repair (Number)
This is the cost that it would normally take to remove this much damage. It is generally a good idea to remove this cost from the player BEFORE running this node, as the cost for repairing an already 100% HP ship is 0 gold. The value of this property is generated and recalculated when requested.

Reset Inventory

This resets the inventory of a given dock/ship, by randomizing the items that it has. This node has a flow in and a flow out plug. It has the following properties:

Ship (Ship)
The ship which you wish to target. Mutually exclusive with Dock. Ship is a required property. Ship can both accept and supply its value to/from other properties that share the date-type of Ship.

Dock (Dock)
The dock which you wish to target. Mutually exclusive with Ship. Dock is a required property. Dock can both accept and supply its value to/from other properties that share the date-type of Dock.

Reveal Dock

Reveals a dock on the player's map. This node has a flow in and a flow out plug. It has the following properties:

Dock (Dock)
The dock you wish to add to the map. If this property is not set, any dock in zone will be considered. Dock can both accept and supply its value to/from other properties that share the date-type of Dock.

No Docks Left (Flow)
If the dock is already revealed, or if no docks can be revealed, it will flow out of this property. When appropriate, this property can flow to another node.

Reveal Island

Reveals an island on the player's map. This node has a flow in and a flow out plug. It has the following properties:

Dock (Dock)
The island you wish to add to the map. If this property is not set, any island in zone will be considered. Dock can both accept and supply its value to/from other properties that share the date-type of Dock.

No Islands Left (Flow)
If the island is already revealed, or if no islands can be revealed, it will flow out of this property. When appropriate, this property can flow to another node.

Reveal This Whole Zone

Reveals all of the islands and docks for the current zone. This node has a flow in and a flow out plug. It has the following properties:

No Docks Left (Flow)
If all of the docks and islands are already revealed, then it will flow out from this property. When appropriate, this property can flow to another node.

Reward Type

This is a basic data-type that specifies a type of reward. This node has a flow in and a RewardType flow out plug. It has the following properties:

Value (RewardType)
The value to set for this node. Value can accept multiple values with the data-type of RewardType from other properties.

Flow Through (Flow)
Flows out from this property when the value is set. When appropriate, this property can flow to another node.

Sell Player Ship

This transfers the ownership of the players ship to a specific dock. This does not give the player any money, however you can use the Sell Amount property to give money to the player if you wish. This node has a flow in and a flow out plug. It has the following properties:

Dock (Dock)
The dock to sell the player's ship to. Dock is a required property. Dock can both accept and supply its value to/from other properties that share the date-type of Dock.

Sell Amount (Number)
The amount of money the players ship is worth. The value of this property is generated and recalculated when requested.

Set Ferret Cosmetic

This changes the appearance of a given ferret. This overwrites any cosmetics the ferret was wearing before. This node has a flow in and a flow out plug. It has the following properties:

Ferret Target (Ferret)
The targeted ferret. Ferret Target is a required property. Ferret Target can both accept and supply its value to/from other properties that share the date-type of Ferret.

Jacket (CosmeticType_Jacket)
Jacket is a required property.

Hat (CosmeticType_Hat)
Hat is a required property.

Beard (CosmeticType_Beard)
Beard is a required property.

Chest (CosmeticType_Chest)
Chest is a required property.

Back (CosmeticType_Back)
Back is a required property.

Hip (CosmeticType_Hip)
Hip is a required property.

Neck (CosmeticType_Neck)
Neck is a required property.

Uniform (CosmeticType_Uniform_Crew)
Uniform is a required property.

Fur (CosmeticType_Fur)
Fur is a required property.

Special (CosmeticType_Special)
Special is a required property.

Set Global Variable

Saves a number for use within this or any quest. To get access to this saved number you will have to use Get Global Variable. This node has a flow in and a flow out plug. It has the following properties:

Variable Name (String)
The variable name that will hold the saved number. Spelling and Capitalization matters. Variable Name is a required property. Variable Name can both accept and supply its value to/from other properties that share the date-type of String.

Value (Number)
The number that you wish to save. Value is a required property. Value can both accept and supply its value to/from other properties that share the date-type of Number.

Set Inventory Preference

Sets the wanted and surplus items for an NPC, impacting their price and prevalence. Also you can set their items to being stolen, being offered for free, or being sold normally. This node has a flow in and a flow out plug. It has the following properties:

Ship (Ship)
The target ship. Mutually exclusive with Dock. Ship is a required property. Ship can both accept and supply its value to/from other properties that share the date-type of Ship.

Dock (Dock)
The target dock. Mutually exclusive with Ship. Dock is a required property. Dock can both accept and supply its value to/from other properties that share the date-type of Dock.

Wanted (ItemType)
This is the item wanted by this ship/dock. Wanted is a required property. Wanted can accept a value with the data-type of ItemType from other properties. The value of this property is generated and recalculated when requested.

Surplus (ItemType)
This is the item NOT wanted by this ship/dock. Surplus is a required property. Surplus can accept a value with the data-type of ItemType from other properties. The value of this property is generated and recalculated when requested.

State (InventoryState)
This is the state of this ship/dock. For instance, you can set their items to being stolen, offered for free, or sold normally. State is a required property.

Set Plot Art Stage

Upgrades the different docks at your home island. This node has a flow in and a flow out plug. It has the following properties:

Plot Type (PlotType)
Which plot on the players home island to change. Plot Type is a required property.

Art Stage Number (Number)
How the given plot should look. Art Stage Number is a required property. Art Stage Number can both accept and supply its value to/from other properties that share the date-type of Number.

Set Ship Cosmetic

This changes the appearance of a given ship. This overwrites any cosmetics the ship was wearing before. This node has a flow in and a flow out plug. It has the following properties:

Ship (Ship)
The targeted ship. Ship is a required property. Ship can both accept and supply its value to/from other properties that share the date-type of Ship.

Adornment (CosmeticType_ShipAdornment)
Adornment is a required property.

Lantern (CosmeticType_Lantern)
Lantern is a required property.

Sail (CosmeticType_Sail)
Sail is a required property.

Hull (CosmeticType_Hull)
Hull is a required property.

Crew Uniform (CosmeticType_Uniform_Crew)
Crew Uniform is a required property.

Set Ship Invincibility

Can make a ship invincible and unable to take damage. This node has a flow in and a flow out plug. It has the following properties:

Ship (Ship)
The target ship. Ship is a required property. Ship can both accept and supply its value to/from other properties that share the date-type of Ship.

Is Invincible (Bool)
If the ship should be able to take damage or not. Is Invincible can both accept and supply its value to/from other properties that share the date-type of Bool.

Set Stage

Sets the current stage. The Stage system saves the current progress of a quest so that if reloaded, it will continue from the last loaded stage. This node has a flow in and a flow out plug. It has the following properties:

Stage (Number)
The stage id. Stage is a required property. Stage can both accept and supply its value to/from other properties that share the date-type of Number.

Quest Log Description (String)
What the quest log will display about this quest. Setting a stage will overwrite any existing quest log descriptions for this quest. Quest Log Description can both accept and supply its value to/from other properties that share the date-type of String.

Quest Icon Type On Map (QuestIcontype)
The quest icon to be displayed on the map. Quest Icon Type On Map can both accept and supply its value to/from other properties that share the date-type of QuestIcontype.

Location On Map (Location)
The location on the map that the quest icon should be displayed. Passing a location that is linked to a ship will automatically update the location of the ship as it moves around the world. Location On Map can both accept and supply its value to/from other properties that share the date-type of Location.

Description On Map (String)
This is a small lable displayed over the quest icon on the map. Description On Map can both accept and supply its value to/from other properties that share the date-type of String.

Set Time Of Day

Sets the time of day. This also impacts Time nodes which are active. This node has a flow in and a flow out plug. It has the following properties:

Time of Day (TimeOfDayType)
The time of day to change to. Time of Day is a required property.

Ship Animate

Causes all ferrets on a ship to play a given animation. This node has a flow in and a flow out plug. It has the following properties:

Ship (Ship)
The target ship. Ship is a required property. Ship can both accept and supply its value to/from other properties that share the date-type of Ship.

Animation (AnimationType)
Which animation the ferrets should play. Animation is a required property.

Ship Type

This is a basic data-type for the different types of ships in the game. This node has a flow in and a ShipType flow out plug. It has the following properties:

Value (ShipType)
The value for this node. Value can accept multiple values with the data-type of ShipType from other properties.

Flow Through (Flow)
Once the value is set it will flow through this property. When appropriate, this property can flow to another node.

Show Crafting Window

Displays the crafting window for the currently docked dock. This node has a flow in and a flow out plug. It has no properties.

Show Mail Slots

Displays the player's mail slots from their mail account. This node has a flow in and a flow out plug. It has the following properties:

No Account (Flow)
If the player does not have a mail account, then this node will flow through this property. When appropriate, this property can flow to another node.

Show Message

Displays a message on the screen. It is not to be confused with the Cutscene Text node, which has a background. This node has a flow in and a flow out plug. It has the following properties:

Message (String)
The message that is to be displayed. If this property is not set, a blank message will hide any already displayed messages. Message can both accept and supply its value to/from other properties that share the date-type of String.

Show Ship Message

Displays a chat bubble over a given ship. This node has a flow in and a flow out plug. It has the following properties:

Ship (Ship)
The target ship that will have the chat bubble. Ship is a required property. Ship can both accept and supply its value to/from other properties that share the date-type of Ship.

Message (String)
The message that is to be displayed in the chat bubble. Message is a required property. Message can both accept and supply its value to/from other properties that share the date-type of String.

On Sink Ship

Waits for a given ship to start sinking. This node has a flow in and a flow out plug. It has the following properties:

Ship (Ship)
The ship that is to start sinking. Ship is a required property. Ship can both accept and supply its value to/from other properties that share the date-type of Ship.

Spawn Ship

Creates a ship in the world. This node has a flow in and a Ship flow out plug. It has the following properties:

Name (String)
The name of the ship that is to be spawned. The name should be unique and it should not be used for any other ship in this zone. Name can both accept and supply its value to/from other properties that share the date-type of String.

Type (ShipType)
The type of ship to spawn. Type can both accept and supply its value to/from other properties that share the date-type of ShipType.

Faction (FactionType)
The NPC faction of the ship to spawn. Faction can both accept and supply its value to/from other properties that share the date-type of FactionType.

Stat LVL (Number)
This is the total amount of stats that will randomly be added to this ship. If set, it ignores any other stat properties listed below. If this property is not set, power level will be based on the zone, unless other stats are set below. Stat LVL can both accept and supply its value to/from other properties that share the date-type of Number.

Stat HP (Number)
The HP that should be spawned on this ship. If set, then Stat LVL is ignored. Stat HP can both accept and supply its value to/from other properties that share the date-type of Number.

Stat DAM (Number)
The DAM that should be spawned on this ship. If set, then Stat LVL is ignored. Stat DAM can both accept and supply its value to/from other properties that share the date-type of Number.

Stat SPD (Number)
The SPD that should be spawned on this ship. If set, then Stat LVL is ignored. Stat SPD can both accept and supply its value to/from other properties that share the date-type of Number.

Stat MNVR (Number)
The MNVR that should be spawned on this ship. If set, then Stat LVL is ignored. Stat MNVR can both accept and supply its value to/from other properties that share the date-type of Number.

Stat CRG (Number)
The CRG that should be spawned on this ship. If set, then Stat LVL is ignored. Stat CRG can both accept and supply its value to/from other properties that share the date-type of Number.

Spawn Location (Location)
The location to spawn this ship. Spawn Location can accept a value with the data-type of Location from other properties.

Current Location (Location)
The current location of this ship. The value of this property is generated and recalculated when requested.

Spawn Empty (Bool)
If true, it will spawn an empty ship. If false, it will spawn a NPC ship. Spawn Empty can both accept and supply its value to/from other properties that share the date-type of Bool.

Already Spawned (Flow)
Flows out of this property if the ship has already been spawned before. The value of this property is generated and recalculated when requested.

After Spawned (Flow)
Flows out of this property after the ship has been spawned and is ready to be used. The value of this property is generated and recalculated when requested.

Start Card Game Node

Opens the Card Game UI and allows the player to start playing. This node has a flow in and a flow out plug. It has the following properties:

Cost Per Hand (Number)
The cost to play a single game to completion. The value of this property is generated and recalculated when requested.

Wins (Number)
How many wins there has been during this card game session. The value of this property is generated and recalculated when requested.

Losses (Number)
How many wins there has been during this card game session. The value of this property is generated and recalculated when requested.

Profit (Number)
How much money the player has won (postive) or lost (negative) during this card game session. The value of this property is generated and recalculated when requested.

After Hand (Flow)
Flows out of this property after the current hand (player wins, loses, or folds this hand). Does not stop cardgame and happens each hand until the game is stopped. The value of this property is generated and recalculated when requested.

String For Faction

Allows you a quick and easy way to create different types of responses based on a ship/docks faction. This node has a String flow out plug. It has the following properties:

Dock (Dock)
The target dock. Mutually exclusive with Ship. Dock is a required property. Dock can accept a value with the data-type of Dock from other properties.

Ship (Ship)
The target ship. Mutually exclusive with Dock. Ship is a required property. Ship can accept a value with the data-type of Ship from other properties.

Unknown (String)
Unknown can accept a value with the data-type of String from other properties.

Uninhabited (String)
Uninhabited can accept a value with the data-type of String from other properties.

Independent (String)
Independent can accept a value with the data-type of String from other properties.

Pirate (String)
Pirate can accept a value with the data-type of String from other properties.

Admiralty (String)
Admiralty can accept a value with the data-type of String from other properties.

Guild (String)
Guild can accept a value with the data-type of String from other properties.

String

This is a basic data-type for storing text. This node has a flow in and a String flow out plug. It has the following properties:

Value (String)
The value to save. Value is a required property. Value can accept multiple values with the data-type of String from other properties.

Flow Through (Flow)
Flows out of this property when the value is set. When appropriate, this property can flow to another node.

Subtract Number

Takes two numbers and subtracts them from each other. It flows out after the subtraction is completed. This node has a flow in and a flow out plug. It has the following properties:

Value A (Number)
The first number for use with subtraction. Value A is a required property. Value A can both accept and supply its value to/from other properties that share the date-type of Number.

Value B (Number)
The second number for use with subtraction. Value B is a required property. Value B can both accept and supply its value to/from other properties that share the date-type of Number.

Result (Number)
The result from subtracting both numbers together. The value of this property is generated and recalculated when requested.

Target Ferret

Selects a given ferret for use with cameras, animations, etc. This node has a Ferret flow out plug. It has the following properties:

Ship (Ship)
The target ship the ferret is on. Mutually exclusive with Dock. Ship is a required property. Ship can both accept and supply its value to/from other properties that share the date-type of Ship.

Target Ferret for Ship (FerretTargetShip)
Which ferret on the ship that should be targeted. Mutually exclusive with Target Ferret for Dock. Target Ferret for Ship is a required property.

Dock (Dock)
The target dock the ferret is on. Mutually exclusive with Ship. Dock is a required property. Dock can both accept and supply its value to/from other properties that share the date-type of Dock.

Target Ferret for Dock (FerretTargetDock)
Which ferret on the dock that should be targeted. Mutually exclusive with Target Ferret for Ship. Target Ferret for Dock is a required property.

Time

Used to keep track of time and create timers for future events. This node has a flow in plug. It has the following properties:

In Game Days From Now (Number)
Set a timer for this many in-game days from now. 7 would be a week in-game. In Game Days From Now is a required property. In Game Days From Now can both accept and supply its value to/from other properties that share the date-type of Number.

Real World Minutes From Now (Number)
Set a timer for this many real world minutes from now. 60 would be a literal minute from now. Real World Minutes From Now is a required property. Real World Minutes From Now can both accept and supply its value to/from other properties that share the date-type of Number.

Flow Through (Flow)
Flows out of this property immediately after it is set. When appropriate, this property can flow to another node.

Starting Game Date (String)
This is the time and date that the timer was started in the game time (not real world time). The value of this property is generated and recalculated when requested.

Ending Game Date (String)
This is the time and date that the timer will be over in the game time (not real world time). The value of this property is generated and recalculated when requested.

Total in Game Day (Number)
Total amount of days for in-game time, the timer was set for. The value of this property is generated and recalculated when requested.

Total in Game Hour (Number)
Total amount of hours for in-game time, the timer was set for. The value of this property is generated and recalculated when requested.

Total in Game Minute (Number)
Total amount of minutes for in-game time, the timer was set for. The value of this property is generated and recalculated when requested.

Remaining in Game Day (Number)
Remaining amount of days for in-game time, the timer was set for. The value of this property is generated and recalculated when requested.

Remaining in Game Hour (Number)
Remaining amount of hours for in-game time, the timer was set for. The value of this property is generated and recalculated when requested.

Remaining in Game Minute (Number)
Remaining amount of minutes for in-game time, the timer was set for. The value of this property is generated and recalculated when requested.

Total in World Day (Number)
Total amount of days in real world time, the timer was set for. The value of this property is generated and recalculated when requested.

Total in World Hour (Number)
Total amount of hours in real world time, the timer was set for. The value of this property is generated and recalculated when requested.

Total in World Minute (Number)
Total amount of minutes in real world time, the timer was set for. The value of this property is generated and recalculated when requested.

Remaining in World Day (Number)
Remaining amount of days for in real world time, the timer was set for. The value of this property is generated and recalculated when requested.

Remaining in World Hour (Number)
Remaining amount of hours for in real world time, the timer was set for. The value of this property is generated and recalculated when requested.

Remaining in World Minute (Number)
Remaining amount of minutes for in real world time, the timer was set for. The value of this property is generated and recalculated when requested.

On Time Elapsed (Flow)
Flows out of this property when the timer has elapsed. When appropriate, this property can flow to another node.

Toggle Cutscene UI

Displays a cinematic cutscene border to the screen. Can be used with the Cutscene Text node. This node has a flow in and a flow out plug. It has the following properties:

Display (Toggle)
The state of the cutscene UI. For instance On and Off. Display is a required property.

Toggle Inventory

Display the inventory for the player and a target ship/dock. If both dock and ship are not set, it will use whatever was last displayed on screen. This node has a flow in and a flow out plug. It has the following properties:

Dock (Dock)
Target dock. Mutually exclusive with Ship. If both dock and ship are not set, it will use whatever was last displayed on screen. Dock can both accept and supply its value to/from other properties that share the date-type of Dock.

Ship (Ship)
Target ship. Mutually exclusive with Dock. If both dock and ship are not set, it will use whatever was last displayed on screen. Ship can both accept and supply its value to/from other properties that share the date-type of Ship.

Action (Toggle)
Sets the state of the Inventory UI. Can be set to On or Off. Action is a required property.

Toggle Player Control Of Ship

Grants or revokes the players ability to control their ship. For instance for use with cutscenes. This node has a flow in and a flow out plug. It has the following properties:

Player Control (Toggle)
The state of the player's control of their ship. For instance, the player's control of their ship can be turned on or off. Player Control is a required property.

Toggle UI

Can completely hide all UI windows, or unhide them. This node has a flow in and a flow out plug. It has the following properties:

Action (Toggle)
The state of the UI, can be set to on or off. Action is a required property.

Turn In Stolen Items

Removes all stolen items from a players ship and gives them to the target dock. This node has a flow in and a flow out plug. It has the following properties:

Dock (Dock)
The target dock. Dock is a required property. Dock can both accept and supply its value to/from other properties that share the date-type of Dock.

Tutorial Completed

Used to note that the player has completed the tutorial. This node has a flow in and a flow out plug. It has no properties.

Upgrade Boat

Upgrades a ships stat by one. It does not remove any gold from the player to make this upgrade, but you have access to how much it should normally cost to do so with the property Cost For Next Upgrade. This node has a flow in and a flow out plug. It has the following properties:

Stat To Upgrade (UpgradeType)
The stat to upgrade. Stat To Upgrade can both accept and supply its value to/from other properties that share the date-type of UpgradeType.

Cost For Next Upgrade (Number)
How much it should cost to make an upgrade of this type. The value of this property is generated and recalculated when requested.

Total Upgrades (Number)
The total amount of upgrades on the target ship. The value of this property is generated and recalculated when requested.

View Cosmetics

Opens the view cosmetics UI window and displays the cosmetics for sale on a given dock. This node has a flow in and a flow out plug. It has the following properties:

Dock (Dock)
The target dock that has cosmetics for sale. Dock is a required property. Dock can both accept and supply its value to/from other properties that share the date-type of Dock.

View Dock

View a dock as if you had interacted with it. This does not interact with the dock like force dock does, as that would run any On Dock Nodes on that dock, in contrast this just moves the camera to the island and opens the inventory. This node has a flow in and a flow out plug. It has the following properties:

Dock (Dock)
The target dock to view. Dock is a required property. Dock can both accept and supply its value to/from other properties that share the date-type of Dock.

View Ship For Sale

Allows the player to inspect a ship that is for sale. This node has a flow in and a flow out plug. It has the following properties:

Dock (Dock)
The dock that has the ship for sale. Dock is a required property. Dock can both accept and supply its value to/from other properties that share the date-type of Dock.

Has Ship For Sale (Bool)
Can be used to check if the dock has a ship for sale. The value of this property is generated and recalculated when requested.

Wait For Seconds

Waits for the given length of time, then flows out. This node has a flow in and a flow out plug. It has the following properties:

Seconds To Wait (Number)
The amount of seconds to wait. Seconds To Wait is a required property. Seconds To Wait can both accept and supply its value to/from other properties that share the date-type of Number.

Wreck Ship

Causes a ship to start sinking. It does not remove the ship immediately. This node has a flow in and a flow out plug. It has the following properties:

Ship (Ship)
The ship that is to start sinking. Ship is a required property. Ship can both accept and supply its value to/from other properties that share the date-type of Ship.