WML for Complete Beginners: Chapter 6
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~SCALE_SHARP(72,72)"
This is described in more detail in ImagePathFunctionWML
Including the Custom Unit in your Campaign
[+units] {~add-ons/my_first_campaign/units} [/units]
Useful Links for adding your own Custom Units
Editing your Custom Units .cfg file:
http://wiki.wesnoth.org/UnitTypeWML
http://wiki.wesnoth.org/SingleUnitWML
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