Thanks for answering!

I'm not sure if i understand you right: You suggest to put a floor_trigger onto the pit? To do what? Maybe i wrote it wrong.
The item needs to drop down the pit and lie on a dungeon_pressure_plate (the floor trigger which isnt hidden).
If i put a floor_trigger onto the pit and do something like "for e in self.go.map:entitiesAt(x, y)" or using a teleporter you dont get the "falling" animation of the item. Putting the floor_trigger with -1 height would work maybe but the item just fly thru it and dont trigger.
Putting a platform there could work but then the party cant drop down. With a second floor_trigger on the pit on height 0 which only triggers by party and disable the platform could again work but: is there no simple way?
Raising the room with the pressure_plate to 5 works for the items but not for the party... Hmm...
Edit: okay, thanks for your additional text, your new text makes sense to me and could work good! A floor_trigger connected to a script with "delayedCall(self.go.id, 1, "whatever")" would give me a faster result and the animation of the item that falling down... the dungeon_pressure_plate of course is just a dummy or just have a "onDeactivate" trigger ... thats pretty good, thanks for the idea!