How to Add Items

Original guide by @stringsbutalt on discord. Rewritten, and expanded on by @n123original

CONFIRMED TO WORK ON YO-KAI WATCH 1 & 2.

Yo-kai Watch 1

Registering the Item Name & Description

  1. Open data/res/text/item_text_<language>.cfg.bin; where <language> is the language you want to make the name for. For example:
    • ja for Japanese
    • fr for French
    • en for American English
    • engb for European English
    • it for Italian, etc
  2. Add 2 to the value of entry group TEXT_INFO.

  3. Duplicate 2 entries.

  4. In the duplicated entries generate a new CRC32. Set it as the TextID. You should have 2 now. One for the Item Name and one for the Item Description.

  5. Now for your name entry set the “Text” field to your items name. In description entry set the “Text” to your item’s description.

  6. Remember (or note down) your NounTextID & Description TextID. you’ll need these for later.

Creating the Item Icon

  1. Open data/menu/item_icon.xi in K2

  2. Open and extract the PNG. Edit the png to add a new item to the next slot in the spritesheet (yw1 image below for reference) Base item image

  3. To start off, copy a different item icon i.e. item_002.xi.

  4. The number can be calculated with the formula (16 * IconPosY) + IconPosX + 1 padded to 3 digits i.e. 2 would be item_icon_002.xi not item_icon_2.xi.
    • IconPosX is how far to the right it is in item_icon.xi starting at 0; so an IconPosX of 0 means the leftmost items, IconPosY is how far down it is so an IconPosX and IconPosY of 0,0 means top-left corner.
  5. Change the texture to your custom items texture

Registering the Item

  1. Open data/res/item/item_config_0.05d.cfg.bin in CfgBinEditor

  2. On the entry root entry of your Item’s category and increase the ChildCount by 1.
    • If your making a consumable (Food and misc. Items) the entry group will be ITEM_CONSUME, if your making Equipment it’ll be ITEM_EQUIPMENT, Key Items are under ITEM_IMPORTANT and Critters (Bugs/Fish/Insects) are under ITEM_CREATURE.
  3. Open your root entry.

  4. Duplicate one of the child entries.

  5. Set your tags to YW1

  6. Generate a ItemID from a CRC-32 website such as this
    • Tyoe anything you’d like it should turn out as something like 0x50ED2AAD (this example website dosen’t show the 0x but add it anyway). Now add that as your ItemID
  7. Add The NounTextID we made in the previous step.

  8. Add The InventorySort. this (and the item category i.e. ITEM_CONSUME) determine the category your item will be sorted in within the game’s UI.

Yo-kai Watch 1 InventorySort(s):

  • 10: Food
  • 20: Misc Items
  • 30: Critters (Bugs & Fish)
  • 40: Equipment
  • 50: Key Items
  1. Add the ItemType:

Yo-kai Watch 1 ItemType(s):

  • 0: Misc Items
  • 1: Rice Balls
  • 2: Bread
  • 3: Candy
  • 4: Milk
  • 5: Juice
  • 6: Burgers
  • 8: Ramen
  • 10: Chinese Food
  • 12: Vegetables
  • 13: Meat
  • 14: Fish (Food)
  • 20: Fish (Critters)
  • 21: Bugs/Insects
  • 30: Equipment
  • 40: Key Items
  • 41: Trophies
  • 50: Talismans
  • 51: Medicine
  • 52: Getaway Plush
  • 53: Staminums
  • 54: Exporb
  • 55: Move level Books
  • 56: Attitude Books
  • 57: Loaf Books
  • 70: Crank-a-kai Coins
  1. Set your Offsets.
    • Set ItemNum to the the number of the previous item + 1
    • Set GlobalItemIndex to the number of your item xi. So item_309.xi would be 309.
  2. Set your CarryCap (Maximum amount of items you can have in a stack. This is usually 99)

  3. Set your SellPrice and DefaultBuyPrice.

  4. Set CanBeBought, CanBeSold and IsFusable:
    • 0 - No (False)
    • 1 - Yes (True)
  5. Set the offsets for ItemPosX and ItemPosY.
    • It should be how far across is the item and how far down in item_icon.xi

      Note: This is zero-indexed meaning an IconPosY of 0 refers to the first row, 1 refers to the second row etc; same for columns aka IconPosX.

  6. Set your InvMenuTextID and NounTextID to the TextID you made for your item in the previous step.

  7. Open ItemIndex and add 1 to the entry group value (ChildCount of the tree).

  8. Duplicate a entry. Set the ItemID to the ItemID you created. Set the InventorySort to your InventorySort, and the MainItemIndex to the last entry’s MainItemIndex + 1.

If it’s a consumable:

  • Set EffectA to the effect type and EffectAValue to it’s value. Same for EffectB if you need a 2nd effect. I.e. set EffectA to Infinite Stamina (Seconds) and EffectAValue to 30:

Yo-kai Watch 1 Consumable Effect(s):

  • 0 - N/A (No Effect)
  • 1 - Run BtlCommandID (Used for special effects such as feeding enemies for befriending)
  • 2 - Heal HP
  • 3 - Raise XP
  • 4 - Raise Attack/Technique/Soultimate level by 1, 3 increases Soultimate Level, 2 increases Technique Level and 1 increases Attack Level.
  • 5 - Edits a Yo-kais Move Attitude, NOT loaf attitude.
  • 6 - Infinite Stamina (Seconds)
  • 7 - Raise Attitude Points (used for EV developement; aka stat buffs)

If it’s an equipment:

  • Set STRBuff and the Buff’s for all the other stat’s to the stat changes you want i.e. 5 = +5, -5 = -5, 0 = unchanged.
  • Optionally, set SkillIDA (and SkillIDB if you need two) to the SkillIDs for the special effect you want your equipment to have. Finally, if you don’t want your equipment to have any requirements set EquipRequirement to 0, otherwise follow the steps below:

Equipment Requirements

If the game has already registered a requirement you want to use for an item use one of the following, otherwise continue to create custom requirements:

Yo-kai Watch 1 Vanilla Equip Requirements:

  • 0 - N/A
  • 1 - D-rank or lower Yo-kai
  • 2 - Cicada Yo-kai (Cadin, Cadable and Singcada)
  • 3 - Cat Yo-kai (Jibanyan, Thornyan, Baddinyan, Robonyan, Goldenyan, Dianyan, Sapphinyan, Emenyan, Rubinyan, Topanyan, Shogunyan)
  • 4 - Kappa Yo-kai (Walkappa, Appak and Supyo)
  • 5 - Tengu Yo-kai (Tengu and Flengu)
  • 6 - Wiglin, Steppa and Rhyth
  • 7 - Badude and Bruff If none of these suit your goals; it’s time to make some custom requirements!
  • Click on the top-level tree ITEM_EQUIP_COND and increase ChildCount by 1
  • Then duplicate an ITEM_EQUIP_COND and set StartBoundary and BoundaryLength to 0.
  • If you want your equipment to have a Maximum Rank (i.e. only D-Rank Yo-kai or under), set the MaximumRank to that rank:

YW1 Ranks:

  • 0: E
  • 1: D
  • 2: C
  • 3: B
  • 4: A
  • 5: S

  • If you want other conditions in Yo-kai Watch 1 you’ll have to whitelist specific Yo-kai.
    • To do this set StartBoundary to the amount of ITEM_EQUIP_COND_CHARA(s) for example if there’s 10 the last one will be called ITEM_EQUIP_COND_CHARA_9 in CfgBin Editor.
    • Then set BoundaryLength to the amount of Yo-kai you want to whitelist.
    • Then duplicate an ITEM_EQUIP_COND_CHARA BoundaryLength times (and increase ChildCount of the main/root entry by BoundaryLength)
    • Then for each ITEM_EQUIP_COND_CHARA you’ve duplicated, set the BaseID to the BaseID of a Yo-kai you want to whitelist.