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.