Hmm I can't seem to be able to open your .cap with r1.2? Strange... there's a more up to date version available?
Well it's all about parenting, to put it simply I'm looking for the method to make "game objects" in construct.
Components, modules, ingredients, groups, classes... names vary between editors I worked with but in all cases the basic principle is having various objects parented to one entity, which is the entity I refer to when scripting, in order not to have to manage every single object individually.
That's why I used the "Enemy" family, which looked to me like the closest thing to a class in construct.
So not only do the enemy spawns with its visual, FX, collision box, triggers, etc, but when one enemy is activated, the game is able to identify which game object/group/module is alerted and activate only the right one, not all existing enemies in the world.
Right now I found a way is to check if the trigger box is simultaneously overlapping the main character, and the enemy to which it belongs to. But this looks like a hack and there must be a better, more bug-proof way to do it.
Well I hope that's clearer! :) Thanks a lot for all your help R0J0!