Hi Tinkerer ,
Thanks for good work and reply on everyone , Keep up the good work

Thanks, and you're welcome!
This is object code where I also tested to spawn some items with success. ITEM: "" prefixing couldn't return the object with same object code.
Okay.
But like you said there should be a S_ code for some or all dynamic inventory items maybe.
The S_ prefix is only to get code-completion to work. Even without that prefix, you can still access items from script.
I thought memory of the object id in inventory is not same as in the object file ?
It's true that this can get lost, but only if the item is stackable (like a potion), and if you already had such an item in your inventory.
Also are we sure every item has a starting an S_ prefix to use in inventory scripting ?
I'm not sure what exactly you mean here. As mentioned above: it is
not necessary that the name of every item used in scripting starts with an S_. It only makes things easier, because then autocompletion can find them.