| Category | Event Tag | Type | Notes |
| General | NORMAL_CONDITION_1 | State | Set while a game is in progress |
| PLAYER_SHIELDS_ON | State | Set while not in fighter bay | |
| Helm | COMPLETELY_DOCKED | State | Set while in fighter bay |
| FIGHTER_BOOSTING | State | Set while fighter Boost is active | |
| FIGHTER_BRAKING | State | Set while fighter Brake is active | |
| Weapons | ANY_TUBE_EMPTY | State | Set if out of missiles |
| ANY_TUBE_READY_TO_FIRE | State | Set while fighter is outside and has missiles | |
| BEAM_FIRED | Event | Triggered when beam is fired | |
| BEAM1_FIRED | Event | Triggered when beam is fired | |
| BEAMS_EXIST | State | Set while fighter is outside | |
| TORP_HOMING_FIRED | Event | Triggered when missile is fired | |
| TUBE1_EMPTY | State | Set if out of missiles | |
| TUBE1_EXISTS | State | Set while fighter is outside | |
| TUBE1_FIRED_HOMING | Event | Triggered when missile is fired | |
| TUBE1_READY_TO_FIRE_HOMING | State | Set while fighter is outside and has missiles | |
| Comms | RED_ALERT | State | Only visible when in fighter bay |
| Fighter | ALL_FIGHTERS_DOCKED | State | Set when all remaining fighters are docked. Clear when at least one fighter is still alive outside the capital ship. |
| ANY_FIGHTER_READY | State | Set while in fighter bay and any fighter is ready to launch. | |
| FIGHTER_BAY_EXISTS | State | Set when in a ship with a fighter bay. | |
| FIGHTER_DOCKED | Event | Triggered when in fighter bay and any fighter (including your own) docks. For effects meant to occur only when you launch, use entry timeblocks on COMPLETELY_DOCKED or exit timeblocks on PLAYER_SHIELDS_ON instead. | |
| FIGHTER_LAUNCHED | Event | Triggered when in fighter bay and any fighter (including your own) launches. For effects meant to occur only when you launch, use exit timeblocks on COMPLETELY_DOCKED or entry timeblocks on PLAYER_SHIELDS_ON instead. | |
| Damage | FRONT_SHIELD_20 | State | Set when fighter shields >= 20%, cleared when < 20%. |
| FRONT_SHIELD_40 | State | Set when fighter shields >= 40%, cleared when < 40%. Normally this should be placed after FRONT_SHIELD_20 when both affect the same channels. | |
| FRONT_SHIELD_60 | State | Set when fighter shields >= 60%, cleared when < 60%. Normally this should be placed after FRONT_SHIELD_40 when both affect the same channels. | |
| FRONT_SHIELD_80 | State | Set when fighter shields >= 80%, cleared when < 80%. Normally this should be placed after FRONT_SHIELD_60 when both affect the same channels. | |
| FRONT_SHIELD_100 | State | Set when fighter shields at %100, cleared when < 100%. Normally this should be placed after FRONT_SHIELD_80 when both affect the same channels. | |
| FRONT_SHIELD_LOW | Event | Triggered when fighter shields go < 30%. | |
| PLAYER_DESTROYED | Event | Triggered when fighter is destroyed | |
| PLAYER_TAKES_FRONT_SHIELD_DAMAGE | Event | Triggered when fighter takes damage | |
| PLAYER_TAKES_SHIELD_DAMAGE | Event | Triggered when fighter takes damage | |
| SOMETHING_HITS_PLAYER | Event | Triggered when fighter takes damage | |
| Game | ALWAYS_ON | State | This state is always on. It is most useful to place before NORMAL_CONDITION_1 to have effects (such as ambient lighting) that are present when a simulation is not in progress and are overridden by NORMAL_CONDITION_1 when a simulation is in progress. Any device commands set by this cue will also remain in effect after Artemis exits. All others will be cleared. |
| GAME_PAUSED | State | Set if game is paused |