Normal flow#
- Buy a ring from the jewelry shop
- Use the ring to propose
- If accepted, they become engaged
- Book a wedding date at the planner
- Edit / give invitations
- Start the ceremony at the priest
- Dialog ends
- Both players sign the certificate
- Marriage finishes: kiss, confetti, music, certificate item
- Optional bouquet toss
- Optional divorce later
Proposal#
- Use a proposal ring item
- Nearby player gets the proposal
- Accept / reject plays an animation
- On accept, engagement is saved and worn rings are given
Jewelry shop#
Config: JewelryShop + RingItems
Players buy rings from the NPC.
Planner / invitation#
Config: WeddingPlanner + WeddingInvitation
- Pick date and venue
- Couple gets the master invitation
- Guest copies can be given
If enforceCeremonyTime = true, ceremony only starts in the booked time. Anytime (free = true) has no time limit.
Ceremony#
- Both spouses must be near the priest
- Dialog opens and players are frozen
- Certificate opens
- Each person signs their own line
- Signatures show
- After a short wait, the screen closes
- Players unfreeze
- Kiss / confetti / music start
One signature is not enough. Both must sign.
Ceremony panel#
Default key: M
Used for music, confetti, fireworks, bouquet. Music needs xsound.
Bouquet#
- Use
wedding_bouquet - Bouquet goes into hand
- Press the config
keyto aim - Press
Eto throw - Another player picks it up
Partner tracker#
Married players open it from the worn ring menu.
Can show map blip, world marker, and small UI.
Rewards#
Married players gain XP over time. Level rewards can be item or money.
Replacements#
At the priest:
- replace lost ring
- replace lost certificate
Divorce#
If EnableDivorce = true, divorce opens at the priest. After signing, the marriage is removed. If surname restore is on, old surname comes back.