---
description: For storing the text displayed in OMORI, for ease of editing
---

# YAML Texts and Dialogues

Omori uses YAML files for displaying majority of texts seen in game.



<table data-view="cards"><thead><tr><th></th><th></th><th></th><th data-hidden data-card-target data-type="content-ref"></th></tr></thead><tbody><tr><td>Text Codes</td><td></td><td></td><td><a href="yaml-texts-and-dialogues/text-codes">text-codes</a></td></tr><tr><td>Omori Color Convention</td><td></td><td></td><td><a href="yaml-texts-and-dialogues/omori-text-color-convention">omori-text-color-convention</a></td></tr><tr><td></td><td></td><td></td><td></td></tr></tbody></table>

## Displaying Messages in RPGMV

### Display Basic Message

To display a message, create a Plugin Command block and enter the following:

{% code title="Show Message Format" %}
```
ShowMessage fileName.messageName
```
{% endcode %}

<details>

<summary>Example Code</summary>

{% code title="Example" %}
```
ShowMessage 14_cutscenes_sweetheartquest.message_37
```
{% endcode %}

</details>

{% hint style="info" %}
Despite Omori dialogue almost always using the `message_x` naming convention, other name can be given as well.
{% endhint %}

### Display Choices

TBA: To display a choice

```
AddChoice message label
ShowChoices number
```

<figure><img src="https://1531178822-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FwI4drJ7siZz9jLJbyGwT%2Fuploads%2FgprNB3y5eOKafHSlvpJR%2Fimage.png?alt=media&#x26;token=db8b3495-7b66-47ef-b7b1-9ff5082c4a29" alt=""><figcaption><p>Example in RPG Maker MV Event Screen</p></figcaption></figure>

_TBA: ShowChoices jank with numbers, default selection when pressing escape_

{% hint style="info" %}
The choice plugin is done in the `Text_Language_Processor.js` plugin file made by TDS.
{% endhint %}

## YAML Formatting

### Names

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.

{% hint style="info" %}
Benefit with shortening names of reoccurring characters and also ease of potentially mass-changing names later.
{% endhint %}

**Direct name:** Add `\n<NAME>` directly on the text field

{% hint style="info" %}
Benefit of being easy to implement, increases readability from being direct, and good for one off side characters.
{% endhint %}

### Dialogue only

{% code title="Dialogue only example" %}
```yaml
message_0:
    text: \n<HUMPHREY>I fucking love air-conditioning.
```
{% endcode %}

### Dialogue with Portrait

Dialogue with portraits are done with main characters in Omori.&#x20;

`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

{% code title="Dialogue with Portrait Exampleeee" %}
```yaml
message_2:
      faceset: MainCharacter_Basil
      faceindex: 0
      text: Hope you don't mind the photo.\bas
```
{% endcode %}

{% hint style="info" %}
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.
{% endhint %}

### Battle Dialogue

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.

{% code title="Battle Dialogue Example" %}
```yaml
message_141:
   text: >
    \>PERFECTHEART: \<I said that you would regret this, children.
```
{% endcode %}
