Okay, I feel like I'm still not being understood here.
So, let's say I have a mission. Two characters have a conversation, and when they're done talking, a ship jumps in. I use send-message-list for the conversation, because it's forty messages long and using individual events would take like ten years.
How do I know when to tell the ship to jump in? There's no way to tell when the message list is complete. So, I can set the ship to jump in a certain number of seconds after the S-M-L event triggers, but I have no way of knowing how long the conversation will take. There's a lot of room for variation with a conversation that long. Yeah, I can just play the mission and count, and that's what I've been doing -- it's not really difficult. But it would save time to have a better method.
@Battuta: So...is there a way to make the process of using a separate event for every message not mind-bogglingly tedious? Even with S-M-L it takes a while. With individual events, you'd have to -- wait. You'd use is-event-true-delay, but you'd still have to guess how long it took for the previous message to play! So not only would it take forever to format all of those events, you'd have to test to make sure you had the delays right.