After breifly read your reply.
I seems to start understanding why you have slow update progress,coding is soooooooo hard,I thank you for creating this "fun" game.
Anyway,in conclusion,use this code in Classlist.cs for example.
list.Add(new Class("Humvee", "Vehicle", "c911", "Vroom!Vroom! Open up for your Freedom delivery is here!", "Commander", "Master", 0, 69, new Stat(500f, 600f, Dice(15, 50f)), new Stat(140f, 200f, Dice()), new Stat(100f, 140f, Dice(5, 50f)), new Stat(70f, 100f, Dice(5, 50f)), new Stat(40f, 80f, Dice(3, 30f)), new Stat(45f, 90f, Dice(3, 50f)), new Stat(40f, 80f, Dice(3, 30f)), new Stat(100f, 120f, Dice(3, 30f)), 7, UnitInfo.Move.Ground, 30, 200, 1, 150, 5, 0, 2, (SpecialV s) => 2, 1, 5, 1, 90, 0, new int[3] { 15, 16}, new int[6] { -99, 10, 11, 16, 120, 121 }));
1.In order to add a "skill" in the modded character, I simple put new attack id from attacklist.cs in the "new int[3] { 15, 16 }" ,new skill/ability from skilllist.cs in the "new int[6] { -99, 10, 11, 16, 120, 121 }))"?
2.Does game will treat it like two different character despite one is in mod file and the other one exist in classlist.cs and having the exact same values?
3.Ignore the "urrent.skills.Remove(122)" due to its mainly about digestion prey.
4. ignore -99 in "new int[6] { -99, 25, 26, 27, 28, 29 }" its goofy ahh stomach sizer system which i dont wanna understand due to its complexity
5.I found that skill 28 and 29 basically is the worse verison of skill 120 (, "Transporting", "Transporting", "Carrying allied units without digesting them. If an enemy is eaten, if digestion is commanded, or if afflicted with certain status effects, will digest all units inside her.")
i guess i will replace those with skill 120 and 121,due to you can have snacks in the car,with normal digestion speed and the fact how many you are carried wont really affect the speed of car(if you didnt put 10 people in the humvee in once ofc).
6.The situation now is that,i already have finished modded unit in the mod files,and it function normally aka can only attack and vore.now i dont know how to apply/insert new attacks and skills on this modded character named "Humvee" after putting a large code(code from above in classlist.cs.Does it counted as finished and it will function normally in theory?
7.Damn,I hope my 'c911' code wont broke the game.
8.Zamn,I dont know what my "0,69" would do in ""Commander", "Master", 0, 69, new Stat" I guess its just rarity value.
9.About Making a new Attack called "Launch Missile",In order to achieve it and attach it on the modded unit,I should go to attacklist.cs,make a new attack and let the modded unit conculde the attack id?