Sorry if this has been elaborated somewhere but, how does the main Big Bad system work?
Hell yes this is the kind of ask I can get behind :) :) :)The Big Bad system is centered around a simple form that’s I tried to make easy to use despite the complexity. (It will be heavily featured in SBURBSim’s Epilogue).
Basically you spawn an entity, and then add individual AI modules to control when the Big Bad will spawn in a session (such as “a grim dark player has a dutton item” or, “the session ID is this specific number”), and what the Big Bad does inside a session (which can add text to the screen, too).
You can even see that the module has a datastring (just like a doll), and the entire big bad does, too.
So looking at those two screen shots, its an AI module set in the “summon” slot, that displays a little text blurb (with some scripting) , and triggers when there is at least one target that Is Alive, is picked Randomly (some some of the living will be ignored), and has an Ironic item in their sylladex or specibus. When the module is activated, it instantly kills the target.
Here it is in the sim:
http://farragofiction.com/SBURBSim/index2.html?seed=8130 (8130 is hussies arc number in the sim cuz that’s the current final page of homestuck)














