Custom Battles

A guide on how to create custom enemies and battles

Being an RPG Maker MV game, Omori features a combat system with enemies and fights that can be modified using the software.

NOTE: THIS REQUIRES THE USE OF RPG Maker MV

Creating a Custom Enemy

Making a new enemy in Omori starts off simple; you just use the Enemies tab in RPG Maker database. A picture of it is shown below.

Everything after that gets a little complicated, though.

Configuring Enemy Emotions

Omori's emotion system for enemies is complicated. It works by taking an enemy "base ID", then adding 1, 2, or 3 to that ID to apply the new emotion.

You will need to create an extra enemy in the database for each emotion they have, including neutral. This can be easily done by finishing the neutral enemy first, then copying it (using CTRL+C/CTRL+V) to however many new entries you need. The way the game determines emotion is by adding a number to the enemy's ID, so the emotions will have to be in specific places. An image roughly showing the order is shown below. Please copy the same format for your custom enemy.

General Settings

Here you can change the enemy's name and stats. Omori does not use the M. Attack and M. Defense stats, and editing them will do nothing. The other stats are used, though. You can change the enemy's "image" too, but this will be unused in actual combat. You're still required to set it to some image, though. More info on this can be found in the "Note" section.

Rewards

Here you can change the EXP and Gold an enemy drops.

Drop Items

Here you can change the Items an enemy drops, and the rate at which they drop them.

Action Patterns

Here you can add skills the enemy can use, and the frequency at which they use them. However, for the most part, Omori's enemies use a more complex battle AI system via notes.

Traits

Here you can add specific parameters that affect the enemy's behaviors. There is a lot to mess with here, but for reference, the average enemy will have resistances to all 2nd and 3rd tier emotions.

Note

Here is where the Plugin Note Tags are placed. There are a lot of important things every enemy needs. An explanation of the tags is shown below.

<TransformBaseID: id>

Please replace the number with the ID (number to the left of the entry) of your own enemy's neutral version, or base. This applies even to the different emotion variants.

<Static Level: x>

TBA

<AI Level: x>

This determines how often the enemy will follow the actions in <AI Priority>, percentage based. Lower numbers means a more random enemy, and vice versa.

<AI Priority>, </AI Priority>

This is where the actual enemy AI and skills go. The comprehensive explanation can be found on the Yanfly Wiki found here.

<Sideview Battler: filename>

Determines the sprite used, based on sheets found in the img/sv_actors folder, following the naming scheme of "!battle_x". For example, Sweetheart's sprite is !battle_sweetheart.png.

The filename of the sprite in this folder must also have a corresponding sprite of the same name (in this case, !battle_sweetheart.png) in the img/enemies folder.

<Sideview Battler Frames: x>

Determines how many frames of animation the enemy has. You will most likely keep this at 4 unless you know what you're doing.

<Sideview Battler Speed: x>

Determines the animation speed. Normally set to 12.

<Sideview Battler Size: width, height>

Determines the size of your sprites. This is based on the width and height of a single frame on the sprite sheet.

<Sideview Battler Motion>, </Sideview Battler Motion>

The Index number in Omori case is essentially what Row of sprite is to be used. The name field is more of a left over, with only Damage and Dead field being used.

Note that you will have to change all the values that are "0" to different numbers for the emotion variations: Happy is set to 5, Sad is set to 3, and Angry is set to 4.

<FallOnDeath>

Makes enemy move down when dead. This is typically used for generic enemies.

Example Code

A template note script from the forest bunny enemy is shown below. Please feel free to copy and paste it into your enemy's notes.

<TransformBaseID: 19>

<Static Level: 1>

<AI Level: 100>

<AI Priority>
State === State 186: SKILL 209, target
Random 55%: SKILL 209, target
Random 40%: SKILL 210, target
Random 100%: SKILL 211, target
</AI Priority>

<Sideview Battler: !battle_forest_bunny>
<Sideview Battler Frames: 4>
<Sideview Battler Speed: 12>

<Sideview Battler Size: 147, 159>
<Sideview Width: 0>
<Sideview Height: 0>
<StatusYOffset: -150>
<DamageOffsetY: 30>

<Sideview Battler Motion>
Name: Walk
Index: 0
Loop
</Sideview Battler Motion>

<Sideview Battler Motion>
Index: 0
Loop
</Sideview Battler Motion>

<Sideview Battler Motion>
Name: Thrust
Index: 0
Loop
</Sideview Battler Motion>

<Sideview Battler Motion>
Name: Guard
Index: 0
Loop
</Sideview Battler Motion>

<Sideview Battler Motion>
Name: Victory
Index: 0
Loop
</Sideview Battler Motion>

<Sideview Battler Motion>
Name: Damage
Index: 1
</Sideview Battler Motion>

<Sideview Battler Motion>
Name: Dead
Index: 2
</Sideview Battler Motion>

<Sideview Battler Motion>
Name: Spell
Index: 0
Loop
</Sideview Battler Motion>

<Sideview Battler Motion>
Name: Skill
Index: 0
Loop
</Sideview Battler Motion>

<Sideview Battler Motion>
Name: Item
Index: 0
Loop
</Sideview Battler Motion>

<Sideview Battler Motion>
Name: Other
Index: 0
Loop
</Sideview Battler Motion>

<FallOnDeath>

The Sideview Battler Motion is from a plugin by Yanfly in Animated Sideview Enemies (YEP). The wiki can be found here: http://www.yanfly.moe/wiki/Animated_Sideview_Enemies_(YEP)

Though it is to note that Omori heavily overrides the plugin.

Creating a Custom Battle

With a new enemy created, they can now be used in custom battles.

First you must create an entry in the "Troops" tab for the enemy, or a group of enemies, to be fought. This does not need anything special and can be done the same way it's normally done in RPG Maker.

To start the battle, you need to create a new event using the "Battle Processing" block. From there you can select the troop you wish to battle.

Omori battles normally have a transition before them. These transitions are activated through the Common Event block. The same can also be said for basic post-battle functions. I would highly recommend using both of these events in your battle events.

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