Thread: OSRS Node system [UI]

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  1. #1 OSRS Node system [UI] 
    Registered Member PhaseGFX's Avatar
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    I've been thinking for quite some time to implant a feature from a MMORPG known as "Black Desert Online, (now aka: Crimson Desert").
    Maybe some of you may know this game, that its content is massive and nearly impossible to max within (a'/some) year(s).

    I would like you to introduce to the "Node System". Let's have a small introduction:

    R-S Mod Response  Intro

    Nodes act as hubs in the game, allowing players to invest contribution points for bonuses and the chance to farm resources. They allow for a farming and trade empires to be formed. Workers can be assigned to certain Nodes, whilst some will give boons to item drop rates. However, figuring out how to make the most of them can be confusing. The game isn’t always apparent about how to best utilize this system.

    Let’s define exactly what Nodes are. Put simply, they are locations on the world map that you can invest contribution points (CP) into. If you invest CP into two adjacent Nodes, they will then become linked, forming a trade route. Investing CP and energy points into Nodes can earn you special benefits such as money, game items, various buffs, access to trade routes, and help with amity. There are a huge number of Nodes in the game, too many to feasibly invest in all of them. This means you have to carefully choose the route through which your Node network runs. There are 2 types of nodes, resources and city nodes, rescources nodes are one to be found when executing a life skill, for example the closest node to varrock is the south-east mines. Where one can obtain raw minerals or materials for item production, where a city node is where one can use those resources to make items. both give (raw) items/materials, but can support each other's nodes.


    So what are the features and how does it work?

    R-S Mod Response  Features

    The concept is too large to mimic and i tried narrowing it down, though still incomplete, so far I've managed to make the main Interfaces.

    Players have the ability to open any node starting from your chosen city, (Lumbridge, Varrock, etc.)
    Every node is at different locations. Purchase or Upgrade a node by a talking to a NPC, at every node there must be a NPC that will display the node information window, this should be a small interface at the top corner with node statistics and levels, if the dialogue closes, so does the interface.

    Node Info UI example:
    Attached image

    In order to start the work process, players must invest in a node, this requires (CP), (but i was thinking of QP (Quest Points), imo a feature that OSRS never used) and a sum of gold. Completing quests can act as contribution to corresponding nodes in kingdoms. the more QP, the bigger your empire is running workers. In this example, we take the Dancing Donkey Bar in Varrock.

    Node Lv & general:
    Attached image


    After the player invested in the node, a worker room becomes available, the rules apply simple: one worker = one room. Mostly maximum supported workers between nodes are 1 to 3.
    workers have unique aspects and differs from: rarities, speeds, and ranks, involving the final product quantity or time reduction.
    The following stats apply for workers:

    Race - Can be goblin or Cyclops, with each/ class giving different results
    Rarity - I used common known RS Wiki tables: common, uncommon, rare and very rare.
    Stamina - Amount of energy needed before exhausted, can be refilled with beer (yes impractical..)
    Speed - Workers have different speeds/stamina stats, goblins are mostly faster but lower stamina, while cyclops are huge and durable but slow asf.

    Worker's information:
    Attached image


    Workers should be refreshed every 1h or so, filtering for new results. (You can change time and rarity accordingly, was thinking 75% common, 15% uncommon, 8% rare, 2% very rare) This gives the player a challenge in search for a perfect/high grade worker among all nodes.

    Hire Workers
    Attached image


    If the player hasn't invested or upgraded a node, it will not hold workers and will display the following;

    No Room cap
    Attached image

    Once a node is active and a worker has been bought, the following details are updated in the interface & the process button becomes active

    Active
    Attached image


    Finally, assign the worker to the desired material and the process starts.
    Processiung window
    Attached image


    Complete overview of all active and in-active workers:
    All Workers
    Attached image


    Interfaces will be released soon, after organization.





    R-S Mod Response  Ideas/TODO

    -add luck rank to worker (increases chance to find double items)
    -ability to upgrade workers rank (low chance, only 2x available in worker's lifetime)
    -trading routes to increase profit bought and sold by connected city nodes
    -lock materials for higher node lvls

    Ideas /improvements or opinions appreciated


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  2. #2  
    Owner of OmniScape
    OmniPS's Avatar
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    Legit almost did this in 2017. beautiful UI
    https://www.rune-server.ee/runescape...d-pk-bots.html
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  3. #3  
    The One And Only

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    They look great.

    I noticed a type though in the first interface 'Producable' should be 'Producible' and 'overiew' should be 'overview'.

    Nice work.


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  4. #4  
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    looks good! got some spelling mistakes tho [globin -> goblin]
    Quote Originally Posted by blakeman8192 View Post
    Keep trying. Quitting is the only true failure.
    Spoiler for skrrrrr:

    Attached image
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  5. #5  
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    https://www.rune-server.ee/runescape...ostly-wip.html

    You going to give this person some credit looks like u took some ideas from him but good job they do look nice
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  6. #6  
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    Really nice idea, I'd like to implement this at some point although I have a lot of other things I need to do as well. Are you posting so people will implement your concepts?
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  7. #7  
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    Looks great man, good job!
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  8. #8  
    Registered Member PhaseGFX's Avatar
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    Quote Originally Posted by OmniPS View Post
    Legit almost did this in 2017. beautiful UI
    https://www.rune-server.ee/runescape...d-pk-bots.html
    appreciated Are you planning to redo your node system? i gave it a read and it sure looks interesting!


    Quote Originally Posted by 01053 View Post
    They look great.

    I noticed a type though in the first interface 'Producable' should be 'Producible' and 'overiew' should be 'overview'.

    Nice work.

    Quote Originally Posted by Tyluur View Post
    looks good! got some spelling mistakes tho [globin -> goblin]
    thanks for the heads up lads, cheers.



    Quote Originally Posted by RuneShark_ View Post
    https://www.rune-server.ee/runescape...ostly-wip.html

    You going to give this person some credit looks like u took some ideas from him but good job they do look nice
    i got his consent and when i released the daily login, i credited him accordingly. the ui for the nodes is about the same but different frame.

    https://gyazo.com/ea21ae86b666e4dce00889ee0b3f3ce8

    https://www.rune-server.ee/runescape...i-release.html



    Quote Originally Posted by knd6060 View Post
    Really nice idea, I'd like to implement this at some point although I have a lot of other things I need to do as well. Are you posting so people will implement your concepts?

    Yes, totally! I'm sorry for the late reply. so far i got the main and hire-workers inters. they are all complete with sprites-maps ready for integration. I'd love to see this concept in server.

    download: https://mega.nz/#!LF41ETyS!MHf_9egkn...8oM59Nbp5VTCs8

    Let me know if you want the full thing.



    Quote Originally Posted by PassionFruit View Post
    Looks great man, good job!
    thanks man!
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  9. #9  
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    looks amazing, wonder if someone could convert it to work w osrs cache that would be lit.
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