Conditions:
Source Sector contains... (friendly base/claimed planet/unclaimed planet/empty space/trade station/enemy base/neutral base/enemy or neutral base/enemy planet/enemy ship/nebula/black hole/etc.) (Thank you, kikaha.)
Destination Sector contains...
Any Sector along jump path contains...
All Sectors along jump path contains...
Adjacent Sector contains...
Current weapon tick damage is greater than x...
Current weapon tick damage is less than x...
Maximum weapon current-tick damage on a single (friendly base/friendly ship/claimed planet/enemy ship/etc...) is greater than x...
Maximum weapon current-tick damage on a single (friendly base/friendly ship/claimed planet/enemy ship/etc...) is less than x...
Minimum weapon current-tick damage on a single (friendly base/friendly ship/claimed planet/enemy ship/etc...) is greater than x...
Minimum weapon current-tick damage on a single (friendly base/friendly ship/claimed planet/enemy ship/etc...) is less than x...
Maximum weapon last damage tick on a single (friendly base/friendly ship/claimed planet/enemy ship/etc...) is greater than x...
Maximum weapon last damage tick on a single (friendly base/friendly ship/claimed planet/enemy ship/etc...) is less than x...
Minimum weapon last damage tick on a single (friendly base/friendly ship/claimed planet/enemy ship/etc...) is greater than x...
Minimum weapon last damage tick on a single (friendly base/friendly ship/claimed planet/enemy ship/etc...) is less than x...
Flag x is y...
Compound (multiple conditions)
Actions:
Increase Jump Drive Range... (by x sectors/by x percent/by x meters/etc.)
Decrease Jump Drive Range...
Increase Warp Ring Power Usage... (by x E/by x percent/by x blocks on jumping ship/etc.)
Decrease Warp Ring Power Usage...
Increase Jump Drive Power Usage...
Decrease Jump Drive Power Usage...
Increase Jump Drive Power Generation... (same as decrease power usage?)
Decrease Jump Drive Power Generation... (same as increase power usage?)
Increase weapon range... (for source sector/current sector) (by x sectors/by x percent/by x meters/etc.)
Decrease weapon range...
Increase weapon damage...
Decrease weapon damage...
Randomize weapon firing failure... (x% chance of not firing once every y shots or z seconds)
Randomize Stealth subsystem failure... (x% chance of turning off every y seconds or z scans)
Add x E to energy store per y seconds...
Remove x E from energy store per y seconds...
Randomize lights failure (x% chance of turning off all lights once every y minutes) (Temporary: Turns back on every z seconds)
Randomize lights flickering (x% chance of flickering all lights once every y minutes for z seconds)
Display messagebox
Display warningbox
Display commbox/numpadbox/inputbox/etc.
Set flag x to y
Role-playing rule:
If input (from commbox/numpadbox/inputbox/etc.) is x.... (then display another inputbox, display messagebox, or flicker the lights, etc.)