Ashley, thanks for the reply. I'm a bit new so maybe I'm wrong about this but it seems to me typing out the text that's in the events themselves would be faster than going through a menu for people who are used to it. I find myself much more productive not having to move around a mouse. I don't really have to look around and scroll through a list to click on a specific spot. It requires far less coordination and attention than performing a visual search and clicking precisely (or, at least, the coordination required is already well-trained for most people these days). Using the GUI, every time an object is added the place you have to click for many objects changes, for example. So I'm not sure if it would be faster, but I think it would surely require less attentional resources. Why couldn't you do something like Sprite.X < 5, or Sprite.Variable (whatever variable) < 5, and just use the stuff after the final period as variables and the stuff prior to it as objects?
You could reserve a character to separate parts of a condition, e.g. Sprite.X | less than | Sprite2.Y . It's actually hard for me to make suggestions on the actual implementation since I don't really know how the events work behind the scenes. But yeah, is till do think it would be easier for me to type something like Sprite: value param('x') param('less than') param(5). Even if it's slower or about the same speed-wise, it is just so much simpler to type than to click on GUI stuff
I also think it would help with sharing systems since you could export event sheets that way in a simple way instead of having to scroll through an image event by event and duplicate those in your own game.