cares Posted July 2, 2015 Share Posted July 2, 2015 Quest themes (categories): class specific, operation maps, headhunter, all class 14 different mission categories, many have several variations "quest_themes" + { + "pauling_scout" + { + "prefab" "quest_theme_pauling_base" + "quest_item_res" "Resource/UI/econ/QuestItemPanel_Pauling_Scout.res" + } + + "pauling_soldier" + { + "prefab" "quest_theme_pauling_base" + "quest_item_res" "Resource/UI/econ/QuestItemPanel_Pauling_Soldier.res" + } + + "pauling_pyro" + { + "prefab" "quest_theme_pauling_base" + "quest_item_res" "Resource/UI/econ/QuestItemPanel_Pauling_Pyro.res" + } + + "pauling_demo" + { + "prefab" "quest_theme_pauling_base" + "quest_item_res" "Resource/UI/econ/QuestItemPanel_Pauling_Demo.res" + } + + "pauling_heavy" + { + "prefab" "quest_theme_pauling_base" + "quest_item_res" "Resource/UI/econ/QuestItemPanel_Pauling_Heavy.res" + } + + "pauling_engineer" + { + "prefab" "quest_theme_pauling_base" + "quest_item_res" "Resource/UI/econ/QuestItemPanel_Pauling_Engineer.res" + } + + "pauling_medic" + { + "prefab" "quest_theme_pauling_base" + "quest_item_res" "Resource/UI/econ/QuestItemPanel_Pauling_Medic.res" + } + + "pauling_sniper" + { + "prefab" "quest_theme_pauling_base" + "quest_item_res" "Resource/UI/econ/QuestItemPanel_Pauling_Sniper.res" + } + + "pauling_spy" + { + "prefab" "quest_theme_pauling_base" + "quest_item_res" "Resource/UI/econ/QuestItemPanel_Pauling_Spy.res" + } + + "pauling_powerhouse" + { + "prefab" "quest_theme_pauling_base" + "quest_item_res" "Resource/UI/econ/QuestItemPanel_Pauling_Powerhouse.res" + } + + "pauling_suijin" + { + "prefab" "quest_theme_pauling_base" + "quest_item_res" "Resource/UI/econ/QuestItemPanel_Pauling_Suijin.res" + } + + "pauling_borneo" + { + "prefab" "quest_theme_pauling_base" + "quest_item_res" "Resource/UI/econ/QuestItemPanel_Pauling_Borneo.res" + } + + "pauling_snowplow" + { + "prefab" "quest_theme_pauling_base" + "quest_item_res" "Resource/UI/econ/QuestItemPanel_Pauling_Snowplow.res" + } + + "pauling_headhunter" + { + "prefab" "quest_theme_pauling_base" + "quest_item_res" "Resource/UI/econ/QuestItemPanel_Pauling_HeadHunter.res" + } + + "pauling_playanyclass" + { + "prefab" "quest_theme_pauling_base" + "quest_item_res" "Resource/UI/econ/QuestItemPanel_Pauling_PlayAnyClass.res" + } + } Valve is moving forward with CS:GO like skins and abandoning the old model + "item_series_types" + { + "card_type_old" + { + "value" "0" + "loc_key" "tf_series_legacy" + "ui" "blah.res" + } + "card_type_v2" + { + "value" "2" + "loc_key" "tf_series_v2" + "ui" "blah.res" + } + } Collection skins are stock weapons only for now Concealed Killer + "items" + { + "concealedkiller_pistol_redrockroscoe" "10" + "concealedkiller_rocketlauncher_sandcannon" "10" + + "concealedkiller_medigun_wrappedreviver" "10" + "concealedkiller_revolver_psychedelicslugger" "10" + "concealedkiller_stickybomblauncher_carpetbomber" "10" + + "concealedkiller_rocketlauncher_woodlandwarrior" "10" + "concealedkiller_sniperrifle_purplerange" "10" + "concealedkiller_medigun_maskedmender" "10" + "concealedkiller_stickybomblauncher_suddenflurry" "10" + + "concealedkiller_smg_woodsywidowmaker" "10" + "concealedkiller_sniperrifle_nightowl" "10" + "concealedkiller_scattergun_nightterror" "10" + "concealedkiller_shotgun_backwoodsboomstick" "10" + "concealedkiller_minigun_kingofthejungle" "10" + "concealedkiller_flamethrower_forestfire" "10" + } Craftsmann "items" + { + "craftsmann_scattergun_tartantorpedo" "10" + "craftsmann_shotgun_rusticruiner" "10" + + "craftsmann_flamethrower_barnburner" "10" + "craftsmann_pistol_homemadeheater" "10" + "craftsmann_sniperrifle_lumberfromdownunder" "10" + + "craftsmann_minigun_ironwood" "10" + "craftsmann_scattergun_countrycrusher" "10" + "craftsmann_smg_plaidpotshotter" "10" + "craftsmann_sniperrifle_shotinthedark" "10" + "craftsmann_stickybomblauncher_blastedbombardier" "10" + + "craftsmann_medigun_reclaimedreanimator" "10" + "craftsmann_minigun_antiqueannihilator" "10" + "craftsmann_revolver_oldcountry" "10" + "craftsmann_rocketlauncher_americanpastoral" "10" + "craftsmann_scattergun_backcountryblaster" "10" + } Teufort "items" + { + "teufort_flamethrower_bovineblazemaker" "10" + + "teufort_minigun_warroom" "10" + "teufort_smg_treadplatetormenter" "10" + "teufort_sniperrifle_bogtrotter" "10" + + "teufort_flamethrower_earthskyandfire" "10" + "teufort_pistol_hickoryholepuncher" "10" + "teufort_scattergun_sprucedeuce" "10" + "teufort_smg_teamsprayer" "10" + "teufort_stickybomblauncher_rooftopwrangler" "10" + + "teufort_medigun_civilservant" "10" + "teufort_minigun_citizenpain" "10" + "teufort_pistol_localhero" "10" + "teufort_revolver_mayor" "10" + "teufort_rocketlauncher_smalltownbringdown" "10" + "teufort_shotgun_civicduty" "10" + } Powerhouse + "items" + { + "powerhouse_stickybomblauncher_liquidasset" "10" + + "powerhouse_pistol_blackdahlia" "10" + "powerhouse_shotgun_lightningrod" "10" + "powerhouse_stickybomblauncher_pinkelephant" "10" + + "powerhouse_flamethrower_flashfryer" "10" + "powerhouse_medigun_sparkoflife" "10" + "powerhouse_revolver_deadreckoner" "10" + "powerhouse_rocketlauncher_shellshocker" "10" + "powerhouse_scattergun_currentevent" "10" + + "powerhouse_flamethrower_turbinetorcher" "10" + "powerhouse_minigun_brickhouse" "10" + "powerhouse_pistol_sandstonespecial" "10" + "powerhouse_rocketlauncher_aquamarine" "10" + "powerhouse_smg_lowprofile" "10" + "powerhouse_sniperrifle_thunderbolt" "10" + } Wear is influenced mostly by exterior unlike csgo where items can have "[other exterior] look" + +"concealedkiller_pistol_redrockroscoe" +{ + "wear_level_1" + { + "combine_multiply" + { ... New subclasses...? *unknown* Base item drops from the operation (low tiers) will be stock items with the same mesh +"template_commando_rocketlauncher" +"template_commando_revolver" +"template_civilian_medigun" +"template_civilian_stickybomb_launcher" etc Summer operation + foundation for future operations (expect more) + "operations" + { + "operation_summer2015" + { + "activated_pass_item_name" "Activated Summer 2015 Operation Pass" + "operation_start_date" "2015-07-01 00:00:00" + "drop_end_date" "2015-10-01 00:00:00" + "operation_end_date" "2015-10-01 00:00:00" + "queue_freq_min" "84" + "queue_freq_max" "84" + "drop_freq_min" "1" + "drop_freq_max" "2" + "seed_drops" "2" + "max_held_drops" "2" + "contract_reward_case_lootlist" "summer_2015_cases_lootlist" + "contract_reward_weapon_lootlist" "summer_2015_collections_lootlist" + } + } Mysterious unimplemented item related to operations + "quest_prefab_1st_operation_pauling" + { + "prefab" "dynamic_quest_base" + } + + "dynamic_quest_base" + { + "item_class" "tool" + "craft_class" "tool" + "item_name" "#TF_ItemDynamicQuestTool" + "item_description" "NOT YET IMPLEMENTED" + "item_type_name" "#TF_ItemDynamicQuestTool" + "item_slot" "quest" + "equip_type" "account" + "hidden" "1" + "tool" + { + "type" "dynamic_recipe" + "use_string" "#TF_ItemDynamicQuest_Use" + "usage_capabilities" + { + "can_consume" "1" + } + } + "show_in_armory" "0" + "image_inventory" "backpack/crafting/quest_folder_blue" + "attributes" + { + } + } Skins (paintkits) can be team colored + "15032" + { + "name" "teufort_smg_treadplatetormenter" + "prefab" "paintkit_weapon_smg" + "item_rarity" "rare" + "item_paintkit" "teufort_smg_treadplatetormenter" + "propername" "1" + "static_attrs" + { + "has team color paintkit" "1" + } + } A new key! / new cases 5805" + { + "name" "Summer 2015 Operation Key" + "first_sale_date" "2015/06/26" + "prefab" "eventkey" + "item_name" "#TF_Tool_OperationSummer2015Key" + "item_description" "#TF_Tool_OperationSummer2015Key_Desc" + "ad_text" "TF_Tool_OperationSummer2015Key_AdText" + "image_inventory" "backpack/player/items/crafting/weapons_key_gun_mettle" + "tool" + { + "type" "decoder_ring" + "usage_capabilities" + { + "decodable" "1" + } + "restriction" "operationsummer2015" + } + } Operation pass is marketable and can be traded "5808" + { + "name" "Unused Summer 2015 Operation Pass" + "first_sale_date" "2015/06/26" + "item_class" "craft_item" + "tool" + { + "type" "grant_operation_pass" + "use_string" "#ActivateItem" + "usage" + { + "operation_pass" "Activated Summer 2015 Operation Pass" + } + } + "capabilities" + { + "usable_gc" "1" + "usable_out_of_game" "1" + } + "static_attrs" + { + "is marketable" "1" + "is commodity" "1" + } + "ad_text" "#TF_InactiveOperationPass_AdText" + "show_in_armory" "1" + "item_type_name" "#TF_T" + "item_name" "#TF_InactiveOperationPass" + "item_description" "#TF_InactiveOperationPass_Desc" + "item_quality" "unique" + "mouse_pressed_sound" "ui/item_bag_pickup.wav" + "image_inventory" "backpack/crafting/ticket_summer2015" + } Skin wear will be implemented exactly as in CSGO and will be available only using the web api + "725" + { + "name" "set_item_texture_wear" + "attribute_class" "set_item_texture_wear" + "description_format" "value_is_additive" + "hidden" "1" + "stored_as_integer" "0" + } 4 new unusual weapon effects (Hot, Cool, Isotope, Energy Orb) "701" + { + "system" "weapon_unusual_hot" + "draw_in_viewmodel" "1" + "use_suffix_name" "1" + "has_viewmodel_specific_effect" "1" + + "attachment" "unusual_0" + "control_point_1" "unusual_1" + "control_point_2" "unusual_2" + "control_point_3" "unusual_3" + "control_point_4" "unusual_4" + "control_point_5" "unusual_5" + } + "702" + { + "system" "weapon_unusual_isotope" + "draw_in_viewmodel" "1" + "use_suffix_name" "1" + "has_viewmodel_specific_effect" "1" + + "attachment" "unusual_0" + "control_point_1" "unusual_1" + "control_point_2" "unusual_2" + "control_point_3" "unusual_3" + "control_point_4" "unusual_4" + "control_point_5" "unusual_5" + } + "703" + { + "system" "weapon_unusual_cool" + "draw_in_viewmodel" "1" + "use_suffix_name" "1" + "has_viewmodel_specific_effect" "1" + + "attachment" "unusual_0" + "control_point_1" "unusual_1" + "control_point_2" "unusual_2" + "control_point_3" "unusual_3" + "control_point_4" "unusual_4" + "control_point_5" "unusual_5" + } + "704" + { + "system" "weapon_unusual_energyorb" + "draw_in_viewmodel" "1" + "use_suffix_name" "1" + "has_viewmodel_specific_effect" "1" + + "attachment" "unusual_0" + "control_point_1" "unusual_1" + "control_point_2" "unusual_2" + "control_point_3" "unusual_3" + "control_point_4" "unusual_4" + "control_point_5" "unusual_5" + } Skins have their own quality (Decorated Weapon) "qualityNames": { "Normal": "Normal", @@ -34,7 +35,8 @@ "strange": "Strange", "completed": "Completed", "haunted": "Haunted", - "collectors": "Collector's" + "collectors": "Collector's", + "paintkitweapon": "Decorated Weapon" Almost all cosmetics/hats have their levels removed (a lot more than the ones shown here) Appears to only apply to new drops so it might be reverted alue": 0 @@ -4946,7 +5009,7 @@ "item_quality": 6, "image_inventory": "backpack/player/items/all_class/earbuds", "min_ilevel": 1, - "max_ilevel": 100, + "max_ilevel": 1, "image_url": "http://media.steampowered.com/apps/440/icons/earbuds.f6dc85683202f2530ae8728880f4a47d4b013ea8.png", "image_url_large": "http://media.steampowered.com/apps/440/icons/earbuds_large.58998de3e2222d8e573a9c4f36e3993bc615e8b9.png", "drop_type": "none", @@ -4988,7 +5051,7 @@ "item_quality": 6, "image_inventory": "backpack/player/items/medic/medic_mask", "min_ilevel": 1, - "max_ilevel": 100, + "max_ilevel": 1, "image_url": "http://media.steampowered.com/apps/440/icons/medic_mask.78e236806d4ae1a093584d54406b6fd7045bd4d5.png", "image_url_large": "http://media.steampowered.com/apps/440/icons/medic_mask_large.0765750811b40a789fec87eff3495b7fcca8db45.png", "drop_type": "none", @@ -5038,7 +5101,7 @@ "item_quality": 6, "image_inventory": "backpack/player/items/heavy/hounddog", "min_ilevel": 1, - "max_ilevel": 100, + "max_ilevel": 1, "image_url": "http://media.steampowered.com/apps/440/icons/hounddog.821ab0c2d29bfac666547514bd072fe75ad56235.png", "image_url_large": "http://media.steampowered.com/apps/440/icons/hounddog_large.880e6aa7853312b09eb5a76e6e258e7801d14b62.png", "drop_type": "none", @@ -5087,7 +5150,7 @@ "item_quality": 6, "image_inventory": "backpack/player/items/demo/hallmark", "min_ilevel": 1, - "max_ilevel": 100, + "max_ilevel": 1, "image_url": "http://media.steampowered.com/apps/440/icons/hallmark.dc148bfa993d6e29c00be96c1ac1482370e7ff8f.png", "image_url_large": "http://media.steampowered.com/apps/440/icons/hallmark_large.3ef008de5e836b97783185033c4a64275cd8620d.png", "drop_type": "drop", The web api does not provide previews of skins, unsure how this will work in inventories + { + "name": "concealedkiller_minigun_kingofthejungle", + "defindex": 15004, + "item_class": "tf_weapon_minigun", + "item_type_name": "Minigun", + "item_name": "Minigun", + "proper_name": false, + "item_slot": "primary", + "model_player": "models/weapons/c_models/c_minigun/c_minigun.mdl", + "item_quality": 15, + "image_inventory": "backpack/weapons/w_models/w_minigun", + "min_ilevel": 1, + "max_ilevel": 1, + "image_url": "http://media.steampowered.com/apps/440/icons/w_minigun.c8dd004e4691ebde7af11d564bf2717468e485ff.png", + "image_url_large": "http://media.steampowered.com/apps/440/icons/w_minigun_large.8dae9a1a5003d1c815aec04bf0eeb32523ad8fdc.png", Styles can change depending on strange level [?] + { + "name": "style changes on strange level", + "defindex": 742, + "attribute_class": "style_changes_on_strange_level", + "effect_type": "value_is_from_lookup_table", + "hidden": true, + "stored_as_integer": true + }, Source: optf2 / tf2 item schema Link to comment Share on other sites More sharing options...
ShadowMan Posted July 2, 2015 Share Posted July 2, 2015 Fix some spoilers, thanks. Link to comment Share on other sites More sharing options...
cares Posted July 2, 2015 Author Share Posted July 2, 2015 Fix some spoilers, thanks. Already fixed before you posted. Link to comment Share on other sites More sharing options...
MAXIMUS_tf Posted July 2, 2015 Share Posted July 2, 2015 The "subclasses" are templates for the new weapon skins. Link to comment Share on other sites More sharing options...
Bobsplosion Posted July 2, 2015 Share Posted July 2, 2015 Levels removed again? Didn't that happen before and they "fixed" it? Link to comment Share on other sites More sharing options...
ShadowMan Posted July 2, 2015 Share Posted July 2, 2015 Already fixed before you posted. That's why you check "show: edited" i'm almost sure it wasn't fixed when i posted. Link to comment Share on other sites More sharing options...
cares Posted July 2, 2015 Author Share Posted July 2, 2015 The "subclasses" are templates for the new weapon skins. Thanks, apparently they're common drops. Levels removed again? Didn't that happen before and they "fixed" it? This time they took the time to remove levels completely from the item schema, previously it was a bug in the steam inventory front-end. Link to comment Share on other sites More sharing options...
The Recluse Posted July 2, 2015 Share Posted July 2, 2015 what item levels? My short circuit is still a level 5 robot arm oh, on cosmetics. whatever. levels are dumb, remove them all. my crones is still #54 and my company man is still #10 so i guess newer than those Link to comment Share on other sites More sharing options...
cares Posted July 2, 2015 Author Share Posted July 2, 2015 what item levels? My short circuit is still a level 5 robot arm Appears to only apply to new drops so it might be reverted Link to comment Share on other sites More sharing options...
Taconinja Posted July 2, 2015 Share Posted July 2, 2015 What do effects look like??? Link to comment Share on other sites More sharing options...
cares Posted July 2, 2015 Author Share Posted July 2, 2015 What do effects look like??? If you have SFM installed you should be able to view them there, if anyone could screenshot them that'd be cool. Link to comment Share on other sites More sharing options...
Tactical Posted July 2, 2015 Share Posted July 2, 2015 somehow you can craft unique stock weapons like you could on christmas 2014 im not joking, millenium aready crafted an unique knife Link to comment Share on other sites More sharing options...
Kevin the Chicken God Posted July 2, 2015 Share Posted July 2, 2015 If you have SFM installed you should be able to view them there, if anyone could screenshot them that'd be cool. I'll go do that real quick, but the EOTL effects were broken for a few months after the update, so idk if they'll be accurate Link to comment Share on other sites More sharing options...
0bsidianFire Posted July 2, 2015 Share Posted July 2, 2015 The weird thing is that the stock weapon reskins (Black Rose, and Enthusiasts Timepeice) are craftable... Link to comment Share on other sites More sharing options...
H15 Posted July 7, 2015 Share Posted July 7, 2015 Is there any way to check what grade does the item have? Besides just comparing it name with grade that is specified in collection. Some kind of property or? Doesn't seem very convenient not implementing that part. Link to comment Share on other sites More sharing options...
Taconinja Posted July 7, 2015 Share Posted July 7, 2015 Is there any way to check what grade does the item have? Besides just comparing it name with grade that is specified in collection. Some kind of property or? Doesn't seem very convenient not implementing that part.Look at the color Link to comment Share on other sites More sharing options...
H15 Posted July 8, 2015 Share Posted July 8, 2015 Look at the color i was talking about web api seems to me like there's no way to check what grade does the item have in item schema Link to comment Share on other sites More sharing options...
cares Posted July 8, 2015 Author Share Posted July 8, 2015 i was talking about web api seems to me like there's no way to check what grade does the item have in item schema They're only available in the client schema (vdf) "15000" + { + "name" "concealedkiller_sniperrifle_nightowl" + "prefab" "paintkit_weapon_sniperrifle" + "item_rarity" "rare" + "item_paintkit" "concealedkiller_sniperrifle_nightowl" + "propername" "1" + } + "rarities" + { + "default" + { + "value" "0" + "loc_key" "Rarity_Default" + "loc_key_weapon" "Rarity_Default_Weapon" + "color" "desc_default" + "drop_sound" "EndMatch.ItemRevealRarityCommon" + } + "common" + { + "value" "1" + "loc_key" "Rarity_Common" + "loc_key_weapon" "Rarity_Common_Weapon" + "color" "desc_common" + "next_rarity" "uncommon" + } + "uncommon" + { + "value" "2" + "loc_key" "Rarity_Uncommon" + "loc_key_weapon" "Rarity_Uncommon_Weapon" + "color" "desc_uncommon" + "next_rarity" "rare" + } + "rare" + { + "value" "3" + "loc_key" "Rarity_Rare" + "loc_key_weapon" "Rarity_Rare_Weapon" + "color" "desc_rare" + "loot_list" "rare_drops" + "next_rarity" "mythical" + } + "mythical" + { + "value" "4" + "loc_key" "Rarity_Mythical" + "loc_key_weapon" "Rarity_Mythical_Weapon" + "color" "desc_mythical" + "next_rarity" "legendary" + } + "legendary" + { + "value" "5" + "loc_key" "Rarity_Legendary" + "loc_key_weapon" "Rarity_Legendary_Weapon" + "color" "desc_legendary" + "next_rarity" "ancient" + } + "ancient" + { + "value" "6" + "loc_key" "Rarity_Ancient" + "loc_key_weapon" "Rarity_Ancient_Weapon" + "color" "desc_ancient" + } + "immortal" + { + "value" "7" + "loc_key" "Rarity_Immortal" + "loc_key_weapon" "Rarity_Immortal_Weapon" + "color" "desc_immortal" + } + "unusual" + { + "value" "99" + "loc_key" "Unusual" + "loc_key_weapon" "Rarity_Unusual" + "color" "desc_unusual" + } } Link to comment Share on other sites More sharing options...
H15 Posted July 8, 2015 Share Posted July 8, 2015 Oh, thank you very much sir, that's going to be really helpful! Link to comment Share on other sites More sharing options...
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