YAML Texts and Dialogues
For storing the text displayed in OMORI, for ease of editing
Last updated
For storing the text displayed in OMORI, for ease of editing
Last updated
Omori uses YAML files for displaying majority of texts seen in game.
To display a message, create a Plugin Command block and enter the following:
Despite Omori dialogue almost always using the message_x
naming convention, other name can be given as well.
TBA: To display a choice
TBA: ShowChoices jank with numbers, default selection when pressing escape
The choice plugin is done in the Text_Language_Processor.js
plugin file made by TDS.
Omori has main 2 ways of displaying names:
Shortcut macro: This is a plugin parameter done in YEP_X_MessageMacros1.js
plugin, that is replaced with the name.
Benefit with shortening names of reoccurring characters and also ease of potentially mass-changing names later.
Direct name: Add \n<NAME>
directly on the text field
Benefit of being easy to implement, increases readability from being direct, and good for one off side characters.
Dialogue with portraits are done with main characters in Omori.
faceset:
Image file name (without file extension, case sensitive)
faceindex:
The target image in the 106x106 grid, counting from top left as 0.
text:
The text displayed
In this case \bas
is a shorthand command to show BASIL name, which is hard coded. This is the case for most primary characters as well. This is part of text codes.
Battle dialogue tends to have the character name inside the text box itself due to smaller size. This can be done with >
with newline of \>NAME: \<
at the start.
Text Codes
Omori Color Convention