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All dialogue are stored as "Message" in yaml files in the game's "language" folder.
A message has 4 lines that make it up:
"message_#:" This is the message's id, which is how it's referenced in the game. Replace "#" with a number. Make sure the number is only used once per yaml file.
"faceset: <PNG>"Â This determines what spritesheet to use for the faces. Replace <PNG> with the spritesheet without the file extension.
"faceindex: <#>" This determines which face in the faceset is used. Replace <#> with the face's id. They go from left-to-right, top-to-bottom, starting with 0.
"text: <string>" This is where the actual text in-game is written. Here you replace <string> with your dialogue. In addition any text operators other than the face properties are stored here.
If you are writing text for a character without a portrait, or flavor text, the faceset and faceindex lines are simply removed.
Example:
message_0:
faceset: MainCharacters_DreamWorld [This is the faceset for Aubrey, Kel, and Hero]
faceindex: 3 [This is Aubrey's mouth open happy face.]
text: Hi OMORI! I thought you might want to come with me and MARI to the NORTH LAKE. I heard it's quite the pretty place.
OMORI's text can have a variety of modifiers and operators that change how the text displays in game.
All operators in OMORI are prefixed with a backslash (\). In addition, many operators have parameters, allowing customization. These include:
The Parameter is Cyan.
Numeric, such as \c[13], allow a number to be inputted in the brackets.
Strings, such as \fn<OMORI_GAME>, allow a string to be inputted in the Greater\Less Than symbols.
Complex, such as \caseSwitch{s?x:y}, allowing an argument to be inputted in the curly brackets. This is never used in actual OMORI yaml files, but it available for use.
None, such as \!, have no parameters and are just an operator that does only one thing.
This list of all operators available excluding broken ones. Operators marked with a * are only usable in "Window Messages" (Regular text boxes used in the overworld)
*\n<string> - Displays the string as the name of the character speaking. eg. \n<HUMPHREY> would show HUMPHREY as the speaker of the dialogue.
OMORI uses a "macro" operator to show the names of common characters with shorter commands. This dropdown will list all of them.
*List of Macros
\omo - OMORI
\aub - AUBREY
\kel - KEL
\her - HERO
\bas - BASIL
\who - ???
\he - [Prints the value of Variable 11, Teleport Y]
\him - [Prints the value of Variable 12, Teleport Direction]
\his - [Prints the value of Variable 13, Teleport Fade Type]
\mar - MARI
\min - MINCY
\art - ARTIST
\spxh - SPACE EX-HUSBAND
\mai - MAILBOX
\swh - SWEETHEART
\smm - SPROUT MOLE MIKE
\jaw - MR. JAWSUM
\Life [Prints out "The Answer to the Ultimate Question of Life, the Universe, and Everything." in the actual dialogue box. For context this is macro 42.]
\kim - KIM
\cha - CHARLIE
\ang - ANGEl
\mav - THE MAVERICK
\van - VANCE
\spg - SPACE PIRATE GUY
\spd - SPACE PIRATE DUDE
\spb - SPACE PIRATE BUBBY
\wis - WISE ROCK
\ber - BERLY
\van - VAN [Actually prints VANCE since \van is already listed earlier.]
\nos - NOSE
\bun - BUN
\lad - MIKAL
\dai - DAISY
\neb - NEB
\hap - HAPPY
\eye - EYEBROWS
\ban - BANGS
\shaw - SHAWN
\ren - REN
\char - CHARLENE
\wee - WEEPING WILLOW
\hum - HUMPHREY
\gra - GRANDMA
\che - CHEERS
\sna - SNALEY
\swe - SWEETHEART
\ems - EMS
\ash - ASH
\plu - PLUTO
\due - DUE
\cru - CRUE
\ros - ROSA
\kit - KITE KID
\sca - SCARECROW
\tvg - TVGIRL
\sha - SHADY MOLE
\may MAYOR MOLE
\sle - SLEEPY MOLE
\spo - SPORTY MOLE
\che - CHEF MOLE
\spr - SPROUT MOLE
\ban - BANDITO MOLE [Actually prints BANGS since \ban is already listed earlier. Also BANDITO MOLE is the old name for SHADY MOLE.]
\toa - TOASTY
\bun - BUN BUNNY [Actually prints BUN since \bun is already listed earlier.]
\ma1 - MAFIALLIGATOR 2
\ma2 - MAFIALLIGATOR 2
\spe - SPELLING BEE
\hot - HOTDOG
\bud - BUDGIRL
\tom - TOMATO GIRL
\lea - LEAFY
\ora - ORANGE JOE
\pro - PROPELLER GHOST
\str - STRAW HAT GHOST
\top - TOP HAT GHOST
\po - PO
\lar - LARAMIE
\fer - FERRIS
\gum - GUMBO
\gib - GIBS
\cre - CREEPY CAT
\duw - DUCK WIFE
\duj - DUCK JR.
\duc - DUCK
\pes - PESSI
\smo - SMOL
\gen - GENKI
\lue - LUE
\pol - POLAR BEAR
\sou - SOUS-CHEF MOLE
\tea - TEACHER MOLE
\st1 - STUDENT MOLE 1
\st2 - STUDENT MOLE 2
\st3 - STUDENT MOLE 3
\dun - DUNCE MOLE
\lau - LAUNDRY MOLE
\squ - SQUARE MOLE
\dm1 - DINING MOLE 1
\dm2 - DINING MOLE 2
\dm3 - DINING MOLE 3
\mm1 - MISC MOLE 1
\mm2 - MISC MOLE 2
\joc - JOCK JAMS
\sp1 - SPACE CREW 1
\sp2 - SPACE CREW 2
\sp3 - SPACE CREW 3
\ear - EARTH
\sbf - SPACE BOYFRIEND
\sxbf - SPACE EX-BOYFRIEND
\cap - CAPT. SPACEBOY
\shb - SPACE HUSBAND
\sxhb - SPACE EX-HUSBAND
\min - MINCY [Technically will get overwritten by the earlier instance of \min, but both are for MINCY anyway, so it doesn't matter.]
\kev - [Prints "KEVIN" into the actual dialogue box.]
*\! - Requires the player to press confirm to progress the message.
*\. - Wait 15 ticks before progressing the message.
*\| - Wait 60 ticks before progressing the message.
*\w[#] - Wait # frames.
*\> - Instantly draws text.
*\< - Negates the effects of the above operator.
*\^ - Closes message once the text is done drawing.
\c[#] - Changes the text to color of the # based on this chart. (By Gilbert142)
\{ - Increase text size. Can stack on top of itself.
\} - Decrease text size. Can stack on top of itself.
\fs[#] - Set font to value specified.
\fn<string> - Set font to the font listed. The font must be a .ttf in the fonts folder in order to be loaded. Regular font is OMORI_GAME2 and the "distorted font" is OMORI_GAME.
\fb - Toggle if the font is bold.
\fi - Toggle if the font is italic.
\fr - Reset all changes made by \fs, \fn, \fb, and \fi.
\oc[#] - Sets outline color using same color system as \c.
\ow[#] - Sets thickness of the outline to the value given.
<br> - Creates a line break
\SINV[#] - Makes text shift up and down in a wave. Accepted values are 1 and 2. 2 produces a denser result. 0 can be used to end the effect.
\SINH[#] - Makes text shift left and right in a wave. Accepted value is 1. 0 can be used to end the effect.
\QUAKE[#] - Makes text wobble aggressively. Accepted values are 1 and 2. 2 produces a denser result. 0 can be used to end the effect.
\RAINBOW[#] - Makes the text rainbow. Accepted value is 1. 0 can be used to end the effect.
\v[#] - Displays as the value of the variable inputted.
\qi[#] - Displays as the amount of the inputted item in the party's inventory.
\qw[#] - Displays as the amount of the inputted weapon in the party's inventory. Normally in OMORI you will only have one of any weapon at a time.
\qa[#] - Displays as the amount of the inputted charm in the party's inventory. Normally in OMORI you will only have one of any charm at a time.
List of operators that display an Actor's(Party Member's) stats:
\amhp[#] - Displays as the Max HP of the actor with the inputted ID.
\ahp[#] - Displays as the current HP of the actor with the inputted ID.
\ahp%[#] - Displays as the HP% of the actor with the inputted ID.
\ammp[#] - Displays as the Max juice of the actor with the inputted ID.
\amp[#] - Displays as the Juice of the actor with the inputted ID.
\amp%[#] - Displays as the Juice% of the actor with the inputted ID.
\aatk[#] - Displays as the ATK of the actor with the inputted ID.
\adef[#] - Displays as the DEF of the actor with the inputted ID.
\aagi[#] - Displays as the AGI of the actor with the inputted ID.
\aluk[#] - Displays as the LUK of the actor with the inputted ID.
\ahit[#] - Displays as the HIT of the actor with the inputted ID.
List of operators that display an Enemy's stats:
\emhp[#] - Displays as the Max HP of the enemy with the inputted ID.
\ehp[#] - Displays as the current HP of the enemy with the inputted ID.
\ehp%[#] - Displays as the HP% of the enemy with the inputted ID.
\emmp[#] - Displays as the Max juice of the enemy with the inputted ID.
\emp[#] - Displays as the Juice of the enemy with the inputted ID.
\emp%[#] - Displays as the Juice% of the enemy with the inputted ID.
\eatk[#] - Displays as the ATK of the enemy with the inputted ID.
\edef[#] - Displays as the DEF of the enemy with the inputted ID.
\eagi[#] - Displays as the AGI of the enemy with the inputted ID.
\eluk[#] - Displays as the LUK of the enemy with the inputted ID.
\ehit[#] - Displays as the HIT of the enemy with the inputted ID.
List of Actors
Omori - 1
Aubrey - 2
Kel - 3
Hero - 4
Sunny - 8
Aubrey - 9
Kel - 10
Hero - 11
\n[#] - Displays the name of actor with the inputted ID. \n[8] is how Sunny is named in the dialogue files.
\nc[#] - Displays the class of the inputted ID. Practically the same as \ac. It's better to use that as the classes are stored in different IDs compared to the actors.
\ac[#] - Displays the class of the actor with the inputted ID. In OMORI every party member's class is just their name, except RW Hero, who is called Henry.
\p[#] - Displays the name of the party member with the inputted ID. Practically just \n.
\pc[#] - Displays the class of the party member with the inputted ID. Practically just \ac.
\ni[#] - Displays the name of the item with the inputted ID.
\nw[#] - Displays the name of the weapon with the inputted ID.
\na[#] - Displays the name of the charm with the inputted ID.
\ns[#] - Displays the name of the skill with the inputted ID.
\nt[#] - Displays the name of the state with the inputted ID.
\en[#] - Displays the name of the enemy with the inputted ID.
\g - Displays the current currency, which I believe is always internally listed to be CLAMS.
\lson - Enables letter sounds
\lsoff - Disables letter sounds
\lsn<string> - Sets letter sounds to the inputted sound effect. Must be a sound in the se folder. Default is "[SE]-Text"
\lsv[#] - Sets volume of letter sounds.
\lspi[#] - Sets pitch of letter sounds. Remember that pitch also affects speed in RPG Maker.
\lspiv[#] - Sets pitch variance of letter sounds.
\lspa[#] - Sets pan of letter sounds.
\lspav[#] - Sets pan variance of letter sounds.
\lsi[#] - Sets interval of letter sounds.
*\$ - Shows party's balance in the top-right corner.
\Com[#] - Activates a Common Event. Mainly used for screen shakes, \Com[2].
\Var[x, y] - Sets the variable of ID x to y.
\VarA[x, y] - Add y to the variable of ID x.
\VarS[x, y] - Subtracts y from the variable of ID x.
\VarM[x, y] - Multiplies the variable of ID x by y.
\VarD[x, y] - Divides the variable of ID x by y.
\VarD[x, y] - Sets the variable of ID x to the module of the variable of ID y.
\i[#] - Displays the icon of the inputted ID. The icons are found in img/system/IconSet.png. They are indexed from left to right, top to bottom.
\DII[string] - Displays the keybind for the inputted string. Yes they are in brackets.
List of Input IDs
UP - up
DOWN - down
LEFT - left
RIGHT - right
CONFIRM - ok
CANCEL/MENU - escape
RUN - shift
TAG - tag
LB - pageup
RB - pagedown
\caseSwitch{s?x:y}- If switch s is on, shows value passed as x, otherwise shows value passed as y. x and y can be operators. The : and ? are mandatory separators.
\caseEval{e?x:y} - Executes javascript code passed as e and if the value is truthy, shows value passed as x, otherwise shows value passed as y. x and y can be operators. The : and ? are mandatory separators.
These lines can be added to have special customization not normally used in OMORI.
Adding a "Background: #" line can dictate the opacity of the text box. Values range from 0-2. 0 is Opaque and 2 is Transparent.
Adding a "Position: #" line can dictate the vertical position of the text box. Values range from 0-2. 0 is the top and 2 is the bottom (Default).