I have used ACTION_MOVE_ITEM_TO_OBJECT LOCATION in too many of my mechanics. The most useful purpose I have for it is to create "local effects" anywhere in the dungeon.
EG: you have a mechanic that would normally require you to put triggers on every possible tile that can be effected (I know many mechanics like this)...
Simply clone a FLOORITEM_SLIME (or another flooritem that does nothing but sit there) twice.
Have a single instance of the 1st clone somewhere secluded (like fountain's item storage is for DM2, a place the party can never actually get to).
When you want to trigger your effect, create a copy of the 2nd clone on the tile that the object is currently on (use CREATE_NEW_ON_FLOOR with your object_1 being the clone)
Now, use MOVE_ITEM_TO_OBJECT and have the object_1 as the 1st clone (the triggering object will jump to the secluded location)
Now, you can trigger your effect (using a trigger or some such on the secluded tile)
Once your effect is complete, you simply use MOVE_ITEM_TO_OBJECT with object_1 being the 2nd clone (the object will return to where it was when you used CREATE_NEW_ON_FLOOR). Once the object is back where it belongs, you just use SWAP_TILE to remove the 2nd clone, and the effect is ready to be triggered again.
NOTE: if there are any delays in the effect, then the item will disappear and then re-appear depending on your delays.
You can also use this method with MOVE_PARTY_TO_OBJECT, for various tricky mechanics. It's how I've done alot of interesting things in RTC.
I don't know if I've explained this correctly. As usual, I'll most likely just put up a tutorial on how to do it (it might be a day or two)
