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like eleandor said no, but you could trigger items for example, if someone receives an item you show a text, which is the item description and with a command you can see it, or with a multiboard
once you pick up an item scroll over the item in your inventory and it will tell people what the item does from what you type in after you make the item so really no need to trigger it
Doesn't need to be in Triggers, could use JASS also
Schurke: I can do it like you said, but that's a long process :C
b a d: Actually, I am creating a full-screen inventory system, and I need it
oh ok then you can do this this will be a long trigger if you have lots of items but you can set a description for each item, you do that in a map int trigger then when a player picks up and item set it to another variable then make it look to see if that item is the same as the first variables you made then pick that one and and show it. if you want to know how it would look just let me know
This is technically what Schurke and b a d said if I understand well (only they didn't write that code as a sample)
What I am trying is to avoid Variabling every item one-by-one
Well, it seems like I have no other choice but do it that way
Anyway, thank you for your time with writting that reply
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