⭐Intro to RPG Maker MV
An introduction to using RPG Maker MV for Omori modding
Last updated
An introduction to using RPG Maker MV for Omori modding
Last updated
Omori was created in RPG Maker MV, and with a playtest folder you can open the game in the application and edit it.
Modding Omori is different from other games because you can open, edit and playtest a cloned version of the game in RPG Maker MV. Through this, you can modify and create maps, events, player and enemy data, and much more.
Note: If you or your team are using github for mod version control, please make sure to pull the repository changes before opening the project in RPG Maker MV.
To open the game as a RPG Maker project, first create a playtest folder (click here for steps on how to do that) and then open RPG Maker MV, From there, you can click File -> Open...
at the top left corner, then navigate to the playtest folder and open the project file found there.
Below is a diagram annotating the different essential tools that can be used on an Omori RPG Maker project:
Most of the buttons can be used for Omori modding, but the tools that aren't highlighted are either not required or don't work for an Omori project.
Found in the center of the screen, the Map Event Editor is where map events can be edited, and it takes up the majority of RPG Maker MV's interface. It is tile based, and events can be selected, edited, or created by clicking, double-clicking, and right-clicking the respective tiles.
The zoom of the editor can be changed using the magnifying glass buttons on the top bar, or by using the mouse scroll wheel/laptop trackpad, like most other editing software.
At the top left and highlighted in purple on the diagram, the quick save/open buttons are self explanatory; the left button saves the project, and the right button opens a new one. Alternatively, this can be done using CTRL + S
and CTRL + O
.
At the top left and highlighted in orange on the diagram, the Copy/Cut/Paste buttons can copy, cut, and paste selected events. Alternatively, this can be done using CTRL + C
, CTRL + X
, and CTRL+ V
, like most other editing software.
At the middle of the top bar and highlighted in red on the diagram, the Database button opens the database window, which is one of the most important parts to Omori modding. Here, you can edit actor, item, enemy, system, animation, state, and common event data. An image of the window is shown below.
Each tab has its own smaller windows, but they're labaled and should be easy to navigate.
At the top right and highlighted in green on the diagram, the Playtest button will open a new window when clicked that will run the current project as a game. This is used to playtest and bug fix mods.
At the bottom left and highlighted in blue on the diagram, the Map Selector shows a list of all created maps. Here, you can create new maps by right-clicking or pressing the enter key, and select maps by left-clicking normally. The new map's events will then appear on the Map Event Editor.
At the bottom bar and highlighted in yellow on the diagram, the Map and Event Details bar gives some information on the selected map and event. From left to right, the bar will show:
Map ID, name, and size (width x height)
Map zoom size
Selected tile (x, y)
Event ID and name (if event tile is selected)
In-Depth RPG Maker MV Tutorial
Note: Things like sample maps and tiling/tilesets don't apply to OMORI projects
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