you have to select the entire folder via file > select folder or else it won't show up when exporting it
if you did it correctly, you should see it in ExportedProject\Assets\Scripts\Assembly-CSharp
As a person that luckily can read Unity c# language,python,javascript and html language. I do not understand the meaning in the class.cs or skill.cs.
I see you have public some insteresting categories,and in the later these categories added many different attributes,such as "movement = Movement;",I have no idea why you do this but i know how it works.
also i have no idea what does Rarity do.
as for skill.cs,i can see this is some sort of skill numbers? but i dont understand what they actually do.
So from what I can understand,Do if i want to add another new skill that has new skill effect(such as launch missile which produce shockwave pushing enemies away from the center explosion area),I HAVE to edit both skill.cs and skilllist.cs.
But IF i only added a new character that can transport allies as i mentioned before,the only thing i need to change,is add a new skill in skillist,due to carrier is a skill that already existed, and change stuffs in mods file,Ain,t I right?
now i am confused about how do i insert the new skill in the modded unit?
Class.cs is there to define how to handle the values of an entry in ClassList.cs, you don't need to touch anything at all in Class.cs
the attributes such as rarity and movement control the in-game stats of a unit (with rarity controlling how many stars a unit has in the vessel details menu and movement controlling how many tiles a unit can move per turn respectively)
the numbers are there just to be part of a flag system the game implements, you don't need to touch them at all
to make a new skill, you have to edit SkillList.cs by creating a new entry in the code for it; I'd say use chateau's bulwark skill as a base since it contains the Skill.Flag.Carrier flag that the game uses to know if a unit has carrier abilities
to put your custom skill on an actual unit though, you'll have to either edit ClassList.cs to make it be included with a pre-existing unit or ModLibrary.cs to change how it handles creating modded characters (which comes at the cost of it applying to all modded characters though)