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Gun Mettle update details [from the item schema]


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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,



"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,



"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,



"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,



"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,




 

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

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Already fixed before you posted.

 

That's why you check "show: edited" i'm almost sure it wasn't fixed when i posted.

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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.

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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

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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
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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.

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somehow you can craft unique stock weapons like you could on christmas 2014

 

im not joking, millenium aready crafted an unique knife

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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

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The weird thing is that the stock weapon reskins (Black Rose, and Enthusiasts Timepeice) are craftable...

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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.

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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
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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

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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"
+ }
}
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