You are probably right, however I am inclined to think that actually having one plugin exporting another plugin's triggers is going too far. Why would you want to do that? You can always find the plugin's source file name, and then simply read the plugin in (as XML) which gives you effectively the same thing (except for dynamically-generated items).
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I guess I'm not the only numbers freak then, eh?
Well I *do* like to measure things. :)
As you will have noticed, MUSHclient provides all sorts of timers and counters.
They help to evaluate the performance of scripts, trigger evaluation and so on.
An interesting thing is that the worst-case scenario for triggers (and aliases too) is if *none* match, as that means they all have to be evaluated, before you are sure that none will match.
There is an argument for disabling groups of triggers, where possible, if you don't expect them to fire at certain times, to improve speed. For example, if you know you aren't in combat, you could disable combat-oriented triggers.
However having said that, MUSHclient has pretty fast trigger evaluation. A test I did a while ago (
http://www.gammon.com.au/mushclient/benchmarks.htm) shows that it processed over 5,000 lines of incoming text with ANSI colours, with 10 triggers which didn't match, in 3.8 seconds. In practice you wouldn't receive text that fast, as it would be difficult to read.