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Epsilon Part 2 Story Format

Game version: 1.32a

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Library table: Epsilon Part 2 Story Format (ID 3)  ·  S&S Editor slot: 7  ·  Template: 7 epsilon_part_2_story_format.csv

The effects half of the Epsilon format: detailed IF/SET/text for each decision of a Part 1 story, matched by Name + decision number. It inherits the Part 1 story's scope (no instance_type of its own; the builder treats it as global for scope checks).

Scope & logic

global scope (see Logic Scopes — what's available where).

Logic-bearing columns (build-time scope-checked): if, set

Columns

Column names + count are read from the live template (the game's own headers); descriptions are curated.

Col Name Description
0 NAME Name — must match a Name used in the Epsilon Part 1 table.
1 DECISION NUMBER Decision number (1-4) — add a row for every decision number used in Part 1.
2 IF IF Logic — SET runs (and Text shows) when blank or this returns >0.
3 SET SET Logic — executed when the row triggers (effect logic; scope-checked).
4 TEXT Text — shown to the player when the decision is made.
5 TALK CODe Talk Code — 1 (REGULAR) if there is text; always keep at least one row with talk code 1 (see Talk Codes).
6 GROUP Group — best left blank (only allows one text per group number).

Notes

  • Multiple rows can share a Name + decision number — all matching rows run, so you can stage several effects/texts.

This doc was generated from extracting data from Shadow Empire version 1.32a on 2026-06-05 06:56 UTC.