Every item that can be ordered, stocked or sold lives in cfg.items. Adding one is two steps: register it in your inventory, then list it here.
The item or weapon must already exist in your inventory. Items and weapons are usually registered separately — in ox_inventory, for example, items live in data/items.lua and weapons in data/weapons.lua. Blackmarket doesn't create them; it only trades what your server already has.
cfg.itemscfg.items = {
-- existing entries...
{ name = 'WEAPON_HEAVYPISTOL', supplyPrice = 950, maxPerSupplyOrder = 8 },
{ name = 'lockpick', supplyPrice = 120, label = 'Lockpick', maxPerSupplyOrder = 25 },
}name
Yes
—
Item/weapon name, exactly as in your inventory.
supplyPrice
Yes
—
Cost to order one unit from the vault. The sale price defaults to supplyPrice × cfg.warehouse.pricing.default.
label
No
inventory label
Display name override in the UI.
weight
No
inventory weight
Per-unit weight used for van capacity (capacity.mode = 'weight').
minPerSupplyOrder
No
cfg.supplyOrder.defaultMinPerSupplyOrder
Minimum units per order for this item.
maxPerSupplyOrder
No
cfg.supplyOrder.defaultMaxPerSupplyOrder
Maximum units per order for this item.
propModel
No
cfg.sale.itemPreview.defaultProp
Prop shown in the van's 3D item-preview camera.
After editing cfg.items, restart the resource. New items do not appear in already-open laptops or sales until the next session.
Supply price (the buy cost) is fixed in cfg.items.
Sale price (what customers pay) is set per warehouse from the laptop's Pricing tab, within the cfg.warehouse.pricing.limit range. New items start at supplyPrice × pricing.default.