I have a theoretical, optimization sort of question. Is having triggers in your world more efficient than having them in plugins? My instinct is yes because of the implied 'keep evaluating' between the world's and the plugin's triggers: if a world trigger matches on a line, the plugin will still evaluate that line, whereas if all the triggers were in the world, processing on that line would stop once one trigger matched. This is how it appears on the surface, but I wanted to check just in case there was some multithreading or something behind the scenes that actually made it more efficient to use plugins.
If you're curious, the reason for this question is because I want to separate large amounts of my triggers into plugin modules, which people will pick and choose from according to need. Plugins obviously are the cleaner choice for this, but if they are less efficient computing-wise, I can essentially accomplish the same thing with an EnableTrigger/EnableGroup approach instead. This would also give me the advantage of being able to edit the modules with the Mush GUI instead of the painstaking process of editing plugin xml.
If you're curious, the reason for this question is because I want to separate large amounts of my triggers into plugin modules, which people will pick and choose from according to need. Plugins obviously are the cleaner choice for this, but if they are less efficient computing-wise, I can essentially accomplish the same thing with an EnableTrigger/EnableGroup approach instead. This would also give me the advantage of being able to edit the modules with the Mush GUI instead of the painstaking process of editing plugin xml.