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+ | {{Translations}}<div style="float:right">{{:WML for Complete Beginners}}</div> | ||
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==Chapter 6: Building and Including a Custom Unit== | ==Chapter 6: Building and Including a Custom Unit== | ||
Sometimes campaign authors only use mainline units in their campaigns. Other times, however, they may want to include a custom unit that isn't found in default Wesnoth. Thankfully, including a custom unit is quite easy. | Sometimes campaign authors only use mainline units in their campaigns. Other times, however, they may want to include a custom unit that isn't found in default Wesnoth. Thankfully, including a custom unit is quite easy. | ||
− | ===Creating | + | ===Creating the Unit .cfg File=== |
+ | |||
+ | Create a new text file in the "units" folder inside the campaign folder. You could name this "my_first_unit.cfg". | ||
+ | |||
+ | As usual, start with the textdomain and toplevel tag: | ||
+ | <syntaxhighlight lang=wml> | ||
+ | #textdomain wesnoth-my_first_campaign | ||
+ | |||
+ | [unit_type] | ||
+ | [/unit_type] | ||
+ | </syntaxhighlight> | ||
− | + | A somewhat minimal set of initial keys might be: | |
+ | <syntaxhighlight lang=wml> | ||
+ | id= | ||
+ | name= | ||
+ | image= | ||
+ | movement= | ||
+ | hitpoints= | ||
+ | </syntaxhighlight> | ||
− | + | "id" and "name" work like usual. "movement" is interesting, because by default a unit will have no movement; quite a boring unit! The same goes for hitpoints; you would have 1 hitpoint if unset. | |
+ | Filling these out, you might end up with: | ||
+ | <syntaxhighlight lang=wml> | ||
+ | #textdomain wesnoth-my_first_campaign | ||
+ | [unit_type] | ||
+ | id=My First Unit | ||
+ | name= _ "My First Unit" | ||
+ | image= | ||
+ | movement=10 | ||
+ | hitpoints=10 | ||
+ | [/unit_type] | ||
+ | </syntaxhighlight> | ||
− | ===Creating | + | ===Creating Unit Images=== |
− | + | If you were to spawn this unit now, it would look quite strange, because we have not yet assigned an image. [[Creating Unit Art]] describes how to do this in some detail. When you have a reasonably suitable image, you should save this in <code>add-ons/my_first_campaign/images/units</code>. | |
+ | |||
+ | Update your my_first_unit.cfg: | ||
+ | <syntaxhighlight lang=wml> | ||
+ | image="units/my_first_art.png" | ||
+ | </syntaxhighlight> | ||
+ | |||
+ | If you don't have a perfectly sized image, you'll notice your unit looks strange in menus and when placed on the map. You can also play with the SCALE and CROP functions to adjust this: | ||
+ | <syntaxhighlight lang=wml> | ||
+ | image="units/my_first_art.png~SCALE_SHARP(72,72)" | ||
+ | </syntaxhighlight> | ||
+ | |||
+ | This is described in more detail in [[ImagePathFunctionWML]] | ||
===Including the Custom Unit in your Campaign=== | ===Including the Custom Unit in your Campaign=== | ||
− | [ | + | You can now add your units to <code>_main.cfg</code>: |
+ | <syntaxhighlight lang=wml> | ||
+ | [units] | ||
{~add-ons/my_first_campaign/units} | {~add-ons/my_first_campaign/units} | ||
[/units] | [/units] | ||
+ | </syntaxhighlight> | ||
+ | |||
+ | You might also want to make this unit recruitable by your human-controlled leader in <code>scenarios/my_first_scenario.cfg</code>: | ||
+ | <syntaxhighlight lang=wml> | ||
+ | recruit="Elvish Fighter, My First Unit" | ||
+ | </syntaxhighlight> | ||
+ | |||
+ | Try recruiting your first unit! | ||
+ | |||
+ | ===Attacks=== | ||
+ | |||
+ | You will notice quickly that your unit is not able to attack, because we have not assigned it any attacks. | ||
+ | <syntaxhighlight lang=wml> | ||
+ | [attack] | ||
+ | name=sword | ||
+ | type=blade | ||
+ | range=melee | ||
+ | damage=4 | ||
+ | number=1 | ||
+ | icon=attacks/dagger-human.png | ||
+ | [/attack] | ||
+ | </syntaxhighlight> | ||
− | + | This is a simple sword attack, reusing mainline art for the attack icon. | |
+ | Your complete unit_type tag should now look like this: | ||
+ | <syntaxhighlight lang=wml> | ||
+ | [unit_type] | ||
+ | id=My First Unit | ||
+ | name= _ "My First Unit" | ||
+ | image="units/my_first_art.png" | ||
+ | movement=10 | ||
+ | hitpoints=10 | ||
+ | |||
+ | [attack] | ||
+ | name=sword | ||
+ | type=blade | ||
+ | range=melee | ||
+ | damage=4 | ||
+ | number=1 | ||
+ | icon=attacks/sword-human.png | ||
+ | [/attack] | ||
+ | [/unit_type] | ||
+ | </syntaxhighlight> | ||
− | + | ===Further reading=== | |
− | |||
− | + | * [[UnitTypeWML]] reference for the unit_type tag shown in this article | |
− | [[ | + | * [[SingleUnitWML]] |
+ | * [[BuildingFactions]] sum up your units to a faction | ||
− | + | After reading more about UnitTypeWML, you might try extending your first unit with advancement options and variations. | |
− | |||
− | + | {{Navigation|[[WML for Complete Beginners: Chapter 5|'''Chapter 5'''<br>Events]]|[[WML for Complete Beginners: Chapter 7|'''Chapter 7'''<br>Creating Your First Scenario]]}} | |
− | [[WML for Complete Beginners]] | ||
[[Category:WML_for_Complete_Beginners]] | [[Category:WML_for_Complete_Beginners]] |
Latest revision as of 20:37, 29 January 2023
Contents
Chapter 6: Building and Including a Custom Unit
Sometimes campaign authors only use mainline units in their campaigns. Other times, however, they may want to include a custom unit that isn't found in default Wesnoth. Thankfully, including a custom unit is quite easy.
Creating the Unit .cfg File
Create a new text file in the "units" folder inside the campaign folder. You could name this "my_first_unit.cfg".
As usual, start with the textdomain and toplevel tag:
#textdomain wesnoth-my_first_campaign
[unit_type]
[/unit_type]
A somewhat minimal set of initial keys might be:
id=
name=
image=
movement=
hitpoints=
"id" and "name" work like usual. "movement" is interesting, because by default a unit will have no movement; quite a boring unit! The same goes for hitpoints; you would have 1 hitpoint if unset.
Filling these out, you might end up with:
#textdomain wesnoth-my_first_campaign
[unit_type]
id=My First Unit
name= _ "My First Unit"
image=
movement=10
hitpoints=10
[/unit_type]
Creating Unit Images
If you were to spawn this unit now, it would look quite strange, because we have not yet assigned an image. Creating Unit Art describes how to do this in some detail. When you have a reasonably suitable image, you should save this in add-ons/my_first_campaign/images/units
.
Update your my_first_unit.cfg:
image="units/my_first_art.png"
If you don't have a perfectly sized image, you'll notice your unit looks strange in menus and when placed on the map. You can also play with the SCALE and CROP functions to adjust this:
image="units/my_first_art.png~SCALE_SHARP(72,72)"
This is described in more detail in ImagePathFunctionWML
Including the Custom Unit in your Campaign
You can now add your units to _main.cfg
:
[units]
{~add-ons/my_first_campaign/units}
[/units]
You might also want to make this unit recruitable by your human-controlled leader in scenarios/my_first_scenario.cfg
:
recruit="Elvish Fighter, My First Unit"
Try recruiting your first unit!
Attacks
You will notice quickly that your unit is not able to attack, because we have not assigned it any attacks.
[attack]
name=sword
type=blade
range=melee
damage=4
number=1
icon=attacks/dagger-human.png
[/attack]
This is a simple sword attack, reusing mainline art for the attack icon.
Your complete unit_type tag should now look like this:
[unit_type]
id=My First Unit
name= _ "My First Unit"
image="units/my_first_art.png"
movement=10
hitpoints=10
[attack]
name=sword
type=blade
range=melee
damage=4
number=1
icon=attacks/sword-human.png
[/attack]
[/unit_type]
Further reading
- UnitTypeWML reference for the unit_type tag shown in this article
- SingleUnitWML
- BuildingFactions sum up your units to a faction
After reading more about UnitTypeWML, you might try extending your first unit with advancement options and variations.
Navigation | ||
---|---|---|
Chapter 5 Events |
WML for Complete Beginners: Chapter 6 | Chapter 7 Creating Your First Scenario |