#
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_ItemDefinitionCategorym_sCategoryName— the category’s display label (e.g., “Electronics”)- Items:
m_aDefinitions[]- Item entry:
ARL_ItemDefinitionm_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_ItemVariantm_sDisplayName(optional) — variant label; falls back to the item name if omittedm_sResourceName— the prefab resource that will spawn (points to a.etprefab)
- Variant entry:
- Item entry:
- Category entry:
- Categories:
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_ItemDefinitionCategorywith a name and an empty items list to fill. - Add an item to a category: append a new
ARL_ItemDefinitionwithm_sDisplayName, optionalm_iMSRP, and at least one variant. - Add another variant: append a new
ARL_ItemVariantunder an item and pointm_sResourceNameto a different prefab. - Rename or reprice an item: change
m_sDisplayNameand/orm_iMSRPon that item definition.
#
Prefabs referenced by variants
m_sResourceNamemust 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.