Engi-nious wrote:- Does the Hyperspace team have, like, a list of the default vanilla stats that could be made public? Seeing as pretty much all the vanilla crew can be remade using Hyperspace now, it would be handy (for making new "races" that appear in game to be just variants of existing ones...)
No, although I should probably make them at some point.
Engi-nious wrote:- Does "damageTakenMultiplier" affect only crew combat, or all forms of damage?
Only crew combat. For all forms of damage, you can use <allDamageTakenMultiplier>
Engi-nious wrote:- I don't understand the "skills" tag. Is this how much of something a race needs to do to master it? These are, again, values that would be awesome to see the vanilla values for.
It is how much of something a race needs to do for 1 level, so it would need to do it 2x the value to master (yellow skill) it.
Engi-nious wrote:- Same for "hasCustomDeathAnimation"? Doesn't every race have a custom death animation?
I honestly don't remember what it actually does but I thought I needed it for the Zoltan death animation. It doesn't appear to need it though.
Engi-nious wrote:- What does "win" (for a crew power) do? Does it just win the game?
Yeah, it literally just wins the game. I made it as a joke but people actually wanted me to leave it in because it could be useful in stuff like infinite mode, so I kept it.
Engi-nious wrote:- Are the various "effectAnim" values hardcoded, or are they references to another xml file?
You can make new animations in animationx.xml.
Engi-nious wrote:- For custom augments - I can use any augments name in the "function name" tag, and it will mimic it?
Yep, and you can have different values for them too which won't modify the original one.
Engi-nious wrote:- What's "preferHigher"?
So let's say you have a custom augment and an augment that it mimics. If the <stackable> tag is set to false for either, it will normally use the highest value of the two.
However, if you have preferHigher as false, it will use the lower of the 2 values.