# 2.2 Modifying Item Settings

All item configuration lives in:

ArmaReforgerLife/Configs/ARL_ItemConfig.conf

Because ARL ships as a released mod, this file is read-only.
To change or extend it, create an override of ARL_ItemConfig.conf inside your addon and edit the override.

In Workbench: Resource Browser → right-click ARL_ItemConfig.conf → Override In… → choose a folder in your addon (e.g. YourMod/Configs/). Then edit and save the override.


# How the configuration is organized

  • Root: ARL_ItemConfig
    • Categories: m_aDefinitionCategories[]
      • Category entry: ARL_ItemDefinitionCategory
        • m_sCategoryName — the category’s display label (e.g., “Electronics”)
        • Items: m_aDefinitions[]
          • Item entry: ARL_ItemDefinition
            • m_sDisplayName — item name shown in UI (e.g., “Phone”)
            • m_iItemType — The type of the item (Item, Clothing, Car, Truck, Aircraft). This is used by multiple systems.
            • m_iMSRP — base price used by ARL economy/balance
            • Variants: m_aVariants[]
              • Variant entry: ARL_ItemVariant
                • m_sDisplayName (optional) — variant label; falls back to the item name if omitted
                • m_sResourceName — the prefab resource that will spawn (points to a .et prefab)

Multiple systems like Shop System, Admin Panel all use this config for the item setup. All items that are usable ingame must be configured inside this config.


# What to use Categories, Items, and Variants for

  • Category groups similar items in UI (e.g., “Electronics”, “Resources”).
  • Item (Definition) describes “what the thing is” (name, MSRP).
  • Variant tells ARL “which prefab to spawn” for that item.
    • Use variants for different models/skins/versions of the same item.
    • At least 1 variant is needed for the item to be set up correctly

# Typical changes you’ll make (in your override)

  • Add a category: append a new ARL_ItemDefinitionCategory with a name and an empty items list to fill.
  • Add an item to a category: append a new ARL_ItemDefinition with m_sDisplayName, optional m_iMSRP, and at least one variant.
  • Add another variant: append a new ARL_ItemVariant under an item and point m_sResourceName to a different prefab.
  • Rename or reprice an item: change m_sDisplayName and/or m_iMSRP on that item definition.

# Prefabs referenced by variants

  • m_sResourceName must point to a valid prefab (e.g., YourMod/Prefabs/Items/…/*.et).
  • Keep your assets under your addon and namespace class/resource names (e.g., TAG_…) to avoid collisions.

# Guidance & best practices

  • Prefer additive overrides (add/adjust) over destructive changes (removing existing entries can break references).
  • Keep item names clear and unique within a category for clean UI.
  • Use MSRP for baseline pricing; your economy systems can read/override it as needed.