> ## Documentation Index
> Fetch the complete documentation index at: https://docs.rollingquest.kramgames.com/llms.txt
> Use this file to discover all available pages before exploring further.

# Items

> How to place, configure, and manage items in the RollingQuest level editor. Pool selection, respawn settings, and item properties.

Items are collectible objects placed on block sides. They include treasures, keys, fruits, power-ups, and other gameplay objects. Each item is defined by a template from the current theme.

## Placing Items

1. **Left-click** a block side to select it
2. Press **I** to open the Items Pool
3. Select an item template from the grid — it is automatically placed on the selected side
4. The pool closes and the item appears on the side

If an item already exists on the selected side, pressing **I** opens the Element Properties menu for that item instead (allowing you to change its template or settings).

## Removing Items

1. Select the side with the item
2. Press **I** to open the Items Pool
3. Select the **None** option (first entry in the grid)

Alternatively, use the Element Properties menu (**V**) and change the type.

## Item Pool

The Items Pool displays all item templates from the current theme. Templates marked as `DeveloperModeOnly` are hidden unless Developer Mode is active.

Each template shows:

* A thumbnail preview
* The template name
* A lock indicator (if locked behind progression)

## Item Properties

Items have several configurable properties accessible via the Element Properties menu (**V**):

### Respawn Settings

For items with `Infinite` collection type:

* **Respawn Enabled** — Toggle whether the item respawns after collection
* **Respawn Time** — Seconds before the item reappears (minimum 0)

### Script Attachment

Each item can have a Lua script attached with:

* **Script Name** — Reference to a script in the level's script collection
* **Script Tag** — Identifier for this specific item instance
* **Local Variables** — Key-value pairs accessible from the script

### Template Properties

Items may have additional dynamic properties defined by their template (e.g., color, value, behavior flags). These are accessible through the Local Properties menu.

## Score Contribution

Each item template has an `EditorScore` value. Items also contribute to the level's collectible counters:

* **Treasures** — Items where `IsTreasure` is true
* **Keys** — Items where `IsKey` is true
* **Fruits** — Items where `IsFruit` is true

These counters are displayed in the HUD's Score Info panel in real-time.
