An artist's depiction of an Extended Unit Death
Well, since nobody else is biting, I'll tell you what I fear to be the truth:
The Galaxy Editor does not have support for what you are requesting at this point in time. For example, an icon cannot be stored into a variable. Of the variables you wish to access directly, only one is seemingly possible (variable 2). Therefore, much of what you're asking is going to need to be hardcoded. Here's an example of what you would need to do:
Inventory
Events
Unit - Any Unit Picks Up Any Item
Local Variables
unitType = (Unit type of (Triggering inventory item)) <Game Link - Unit>
Conditions
Actions
Dialog - Create a Label for dialog MyGlobalDialog
SetIcon((Last created dialog item), unitType)
Dialog - Set (Last created dialog item) text to (Name of unitType) for (All players)
SetTooltip((Last created dialog item), unitType)
SetIcon
Options: Action
Return Type: (None)
Parameters
Dialog Item = No Dialog Item <Dialog Item>
Unit Type = No Game Link <Game Link - Unit>
Grammar Text: SetIcon(Dialog Item, Unit Type)
Hint Text: Sets the Dialog Item's icon to the icon of the Unit Type
Custom Script Code
Local Variables
Actions
General - If (Conditions) then do multiple (Actions)
If Then Else
General - Else if (Conditions) then do (Actions)
Else If
Unit Type == Marine
Then
Dialog - Set Dialog Item image to Assets\Textures\marine_normal.dds for (All players)
General - Else if (Conditions) then do (Actions)
Else If
Unit Type == Ghost
Then
Dialog - Set Dialog Item image to Assets\Textures\normals_ghost_portrait.dds for (All players)
SetTooltip
Options: Action
Return Type: (None)
Parameters
Dialog Item = No Dialog Item <Dialog Item>
Unit Type = No Game Link <Game Link - Unit>
Grammar Text: SetTooltip(Dialog Item, Unit Type)
Hint Text: Sets the Dialog Item's icon to the icon of the Unit Type
Custom Script Code
Local Variables
Actions
General - If (Conditions) then do multiple (Actions)
If Then Else
General - Else if (Conditions) then do (Actions)
Else If
Unit Type == Marine
Then
Dialog - Set (Last created dialog item) tooltip to "This is the tooltip for the marine." for (All players)
General - Else if (Conditions) then do (Actions)
Else If
Unit Type == Ghost
Then
Dialog - Set (Last created dialog item) tooltip to "This is the tooltip for the ghost." for (All players)
You would have to make an if/else statement for each item and manually find the icon and type in the tooltip. I know this sounds ridiculous, and I hope someone will post saying that I'm wrong and these fields can be accessed directly.
Also, I haven't tested this, so I don't know if creating a Label item for the dialog is the right choice.
Hope this helped in one way or another!