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Features and Flow

This page explains the player-facing systems and the order they usually run in.

Normal flow#

  1. Buy a ring from the jewelry shop
  2. Use the ring to propose
  3. If accepted, they become engaged
  4. Book a wedding date at the planner
  5. Edit / give invitations
  6. Start the ceremony at the priest
  7. Dialog ends
  8. Both players sign the certificate
  9. Marriage finishes: kiss, confetti, music, certificate item
  10. Optional bouquet toss
  11. 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#

  1. Both spouses must be near the priest
  2. Dialog opens and players are frozen
  3. Certificate opens
  4. Each person signs their own line
  5. Signatures show
  6. After a short wait, the screen closes
  7. Players unfreeze
  8. 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#

  1. Use wedding_bouquet
  2. Bouquet goes into hand
  3. Press the config key to aim
  4. Press E to throw
  5. 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.