Thank you again, Jeswen! That was exactly what I was trying to accomplish. I figured that it had something to do with families, or containers, or grouping...
I have to ask, how did you know that attaching a box to the main character's sprite makes copy and pasted objects work differently than usual? Is that just how most other programs do it, or are you just clever?
Accuracy is a problem, unfortunately. I didn't have a lot of time to work on it today but its surprisingly tricky to get your character to trigger only one chest at a time when they are lined up in a row.
I'm probably just trying to do it the hard way, though. I have an image point for every direction that the hunter is facing and the chests are set to be triggered if they are overlapped by one of the points. The annoying thing is that the "hit box" (for lack of a better term) also has to be touching the chest for the multiple copies to function individually.
I tried changing the hit box from solid green as you made it to a one pixel-wide cross, and that *almost* works. You can still trigger two chests at the same time if you are standing in exactly the right spot. I'm at work right now so I can't check, but I think I remember a "choose closest object" function? Could have sworn I saw it, at least... if so, that should probably do the trick.
http://www.mediafire.com/?lzjj102x7qy (the new .cap, complete with some ugly usage of image points... )
I also tried making the hit box solid and giving it four angles and and image point for each angle like I did with the hunter (and included an "always set hitbox's angle to hunter's angle) and I removed the hunter's image points, hoping that it would be more accurate that way... but for some reason its very selective about where exactly you are standing.
Well, I'll give it some more work tonight and tomorrow before work. This might be useful to someone so if I can get it working properly I'll post the .cap.
-later!