Wretchedshark, thank you for your reply, I really appreciate it and your time. The problem is, this solution is not really what I need..
You see, imagine I create a game with 125 different types of objects. It would be impractical to create one event condition for each one of them. What's worse, changing and adding objects to the project would be a pain.
I guess in this specific case (simple size changing), you could use Families (as you already mentioned) to simplify the process.
But my real problem lies with Functions.
I intended to use Functions for more complex stuff, say for an example:
If my character touches a magic statue, he temporarily gets a specific power, depending on the touched magic statue. Then, Every object in the world that he touches becomes the same color of the magic statue, and loses half the height of the previously touched object.
Etc etc.
This could all be achieved easily with traditional coding languages Functions.
Any insights on this, anyone?