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        <description>Making Brand New Battles

All examples used in this section are from The HERO Cooking Show!


Special thanks to sunny#0007 and DevaliousL#3317, they taught me some of the stuff here!


Now that you have your custom skills, you need to apply them somewhere! What better place than your very own battle? In order to do this, you will need a copy of RPG Maker MV!</description>
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        <title>modding:dev-tools</title>
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        <description>Disclaimer: This guide assumes that you are already familiar with OMORI mod development, and that you know where some files need to go. You should also already know how to fix your OMORI installation, in case you break it.

Furthermore, some mods might not work in SDK mode.

To get</description>
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Writing dialogue

In OMORI, dialogue is stored in yaml files. Yaml is short for “Yet Another Markup Language”.
If you don't know what this means then don't worry, it's not very important.

These files can be found in www/languages/en. In here, a template can be found</description>
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        <description>Events

Events are a modder's bread and butter. Be it from simple objects to advanced cutscenes, you can do a lot with them.

This page aims to describe editing events as well as making new ones from scratch.

Making events

To make an event, navigate to the map of your choosing and double click on any tile. Make sure the event editing mode is active.</description>
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        <description>Introduction

When modding OMORI, you'll encounter different file types. This page aims to explain the decrypted files, and the file types you can use to modify the game, which are not the same.

Common file types

These file types are commonly used by OMORI and you'll encounter these when</description>
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        <description>Getting started modding

There are 2 kinds of mods you can make, asset swap mods and game logic mods. Of the two, asset swap mods are easier to get started with, but provide less functionality in general. In both cases, the initial bringup process for the mod workspace is the same.</description>
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To create a map, two programs are needed. RPG Maker MV and Tiled (on version 1.0.3).

Step 1. Creation

Creating a map is as simple as right clicking in the bottom left corner of RPG Maker MV and clicking on “New”. Then, give your map a name, and click on “OK”.</description>
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The mod.json file is the central file that tells mod loaders like OneLoader which files to load, and some data about the mod, like it's name and description. It's vaguely inspired by package.json, but only in terms of role, and less in terms of content structure.</description>
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        <description>This page lists the top-level directories and files in the OMORI game directory, which is usually C:\Program Files (x86)\Steam\steamapps\common\OMORI if you installed OMORI on your C: drive with Steam.

Useful page when working with OMORI files: file-types

Files or directories marked with a (T) are particularly interesting for translation projects.</description>
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        <description>Replacing image files

Images in OMORI contain most visual elements you can see through the game, those include but are not limited to:

	*  Battle backgrounds
	*  Characters
	*  Enemies
	*  Faces
	*  UI

Changing images can be done with any image editor and requires a</description>
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        <description>If you broke your installation of OMORI (meaning it doesn't work properly or at all), then you can fix your installation using Steam.

This might override (delete) mod files, so make sure you back up files you want to keep.

Save files should not be affected, but they might become unusable if they require a specific mod.</description>
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        <title>modding:www-data</title>
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        <description>This page documents useful information about decrypted files found in the www_decrypt/data/ subfolder.

Overview page.

Disclaimer: This is a very early-stage list. Files may contain more important data than mentioned here, so you're more than welcome to contribute details via the</description>
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