Difference between revisions of "WML for Complete Beginners: Chapter 6"

From The Battle for Wesnoth Wiki
(Nicer index and navigation)
(Use syntax highlighting)
 
Line 10: Line 10:
  
 
As usual, start with the textdomain and toplevel tag:
 
As usual, start with the textdomain and toplevel tag:
 +
<syntaxhighlight lang=wml>
 +
#textdomain wesnoth-my_first_campaign
  
#textdomain wesnoth-my_first_campaign
+
[unit_type]
+
[/unit_type]
[unit_type]
+
</syntaxhighlight>
[/unit_type]
 
  
 
A somewhat minimal set of initial keys might be:
 
A somewhat minimal set of initial keys might be:
 
+
<syntaxhighlight lang=wml>
id=
+
id=
name=
+
name=
image=
+
image=
movement=
+
movement=
hitpoints=
+
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.
 
"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:
 
Filling these out, you might end up with:
 +
<syntaxhighlight lang=wml>
 +
#textdomain wesnoth-my_first_campaign
  
#textdomain wesnoth-my_first_campaign
+
[unit_type]
 
+
    id=My First Unit
[unit_type]
+
    name= _ "My First Unit"
    id=My First Unit
+
    image=
    name= _ "My First Unit"
+
    movement=10
    image=
+
    hitpoints=10
    movement=10
+
[/unit_type]
    hitpoints=10
+
</syntaxhighlight>
[/unit_type]
 
  
 
===Creating Unit Images===
 
===Creating Unit Images===
Line 43: Line 46:
  
 
Update your my_first_unit.cfg:
 
Update your my_first_unit.cfg:
 
+
<syntaxhighlight lang=wml>
image="units/my_first_art.png"
+
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:
 
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)"
+
image="units/my_first_art.png~SCALE_SHARP(72,72)"
 +
</syntaxhighlight>
  
 
This is described in more detail in [[ImagePathFunctionWML]]
 
This is described in more detail in [[ImagePathFunctionWML]]
Line 55: Line 60:
  
 
You can now add your units to <code>_main.cfg</code>:
 
You can now add your units to <code>_main.cfg</code>:
 
+
<syntaxhighlight lang=wml>
[+units]
+
[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>:
 
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"
+
recruit="Elvish Fighter, My First Unit"
 +
</syntaxhighlight>
  
 
Try recruiting your first unit!
 
Try recruiting your first unit!
Line 69: Line 76:
  
 
You will notice quickly that your unit is not able to attack, because we have not assigned it any 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]
+
[attack]
    name=sword
+
    name=sword
    type=blade
+
    type=blade
    range=melee
+
    range=melee
    damage=4
+
    damage=4
    number=1
+
    number=1
    icon=attacks/dagger-human.png
+
    icon=attacks/dagger-human.png
[/attack]
+
[/attack]
 +
</syntaxhighlight>
  
 
This is a simple sword attack, reusing mainline art for the attack icon.
 
This is a simple sword attack, reusing mainline art for the attack icon.
  
 
Your complete unit_type tag should now look like this:
 
Your complete unit_type tag should now look like this:
 
+
<syntaxhighlight lang=wml>
[unit_type]
+
[unit_type]
    id=My First Unit
+
    id=My First Unit
    name= _ "My First Unit"
+
    name= _ "My First Unit"
    image="units/my_first_art.png"
+
    image="units/my_first_art.png"
    movement=10
+
    movement=10
    hitpoints=10     
+
    hitpoints=10     
   
+
   
    [attack]
+
    [attack]
        name=sword
+
        name=sword
        type=blade
+
        type=blade
        range=melee
+
        range=melee
        damage=4
+
        damage=4
        number=1
+
        number=1
        icon=attacks/sword-human.png
+
        icon=attacks/sword-human.png
    [/attack]
+
    [/attack]
[/unit_type]
+
[/unit_type]
 +
</syntaxhighlight>
  
 
===Further reading===
 
===Further reading===

Latest revision as of 20:37, 29 January 2023

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

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
This page was last edited on 29 January 2023, at 20:37.