Editing Arcane University:World Interactions

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## Create a quest fragment, and add your faction as a script property.
 
## Create a quest fragment, and add your faction as a script property.
 
## In the fragment, add the faction to the NPC alias(es), then stop the quest. For example:
 
## In the fragment, add the faction to the NPC alias(es), then stop the quest. For example:
##: <code>(BystanderAlias.GetReference() as Actor).AddToFaction(MyFaction)</code>
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##:: <code>(BystanderAlias.GetReference() as Actor).AddToFaction(MyFaction)</code>
##: <code>Stop()</code>
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##:: <code>Stop()</code>
 
#: This will record that the NPCs took part in this original event. Then, later, we can check if an NPC is in this faction for future world interactions. For instance:
 
#: This will record that the NPCs took part in this original event. Then, later, we can check if an NPC is in this faction for future world interactions. For instance:
#::* Create a new quest (start-game enabled) with a Hello topic for special greetings for NPCs in the faction you created.  
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##* Create a new quest (start-game enabled) with a Hello topic for special greetings for NPCs in the faction you created.  
#::* Give NPCs a unique reaction to having a spell cast on them after they've seen you cast it once before.
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##* Give NPCs a unique reaction to having a spell cast on them after they've seen you cast it once before.
#::* Make guards ''actually'' respond differently if they catch you dropping a weapon more than once.
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##* Make guards ''actually'' respond differently if they catch you dropping a weapon more than once.
  
 
Remember, it is absolutely possible to make world interactions that are more complex that what's above. Look at <code>WIRemoveItem03</code> for instance—two NPCs fight over a dropped object, up to three bystanders arrive to watch, and a guard may intervene. However it's not really possible to write a tutorial for these, as the way to implement them is going to be unique. Still, you should be able to the above steps like building blocks for more complex world interactions.
 
Remember, it is absolutely possible to make world interactions that are more complex that what's above. Look at <code>WIRemoveItem03</code> for instance—two NPCs fight over a dropped object, up to three bystanders arrive to watch, and a guard may intervene. However it's not really possible to write a tutorial for these, as the way to implement them is going to be unique. Still, you should be able to the above steps like building blocks for more complex world interactions.

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