Originally Posted by Yuhnis
Hi Tinkerer ,

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

Thanks, and you're welcome!

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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.

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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.

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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.

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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.