@Indira yes, I'm programmer by trade, specialized in computer graphics on those movie visual effects, and some knowledge on real-time rendering. But I've being programming for so long, basically any programming languages look similar to me.(I started programming from maybe grad 7~8? around that age, with BASICA that came with a weird DOS equivalent, now I'm 35.)

@henryv, yes, what you said is totally doable, but you might have to check both relation between spotter/owner, and player/owner, and let the owner state to decide to trust your claim or some one he hates(ex. relation=0) When doing things like this must be careful that your script and condition should not be specific to a player or a npc, but a generalized condition checking for the owner character.

Like Chaotica said, more complicate behavior would require a lot more blocks of those condition check, which would be quite tricky to design with. ie, say if you accidentally put the function InvolvmentAsserted(_Character, 1 ) in your script block before game engine call the general base character routine, then it would not do anything there(almost all the block have this check from the video). Safer way is to make it bare minimum for one specific event/condition. For example, in that video's script snippet, you have several block that basically check the same thing, but does different things, like if owner is spotter, it does different thing. And this check happen BEFORE checking if there are other spotter other than owner itself. If owner spot it, there is no denying or trust evaluation.

That's why I also asked for stress test if there are many NPCs around, would it cause any problem when player try to move/throw something. We'll see when alpha/beta happens.