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  1. Wedding and Babies in Wurm Online Every two year a suggestion has been made to implement something like wedding, babies, and family in Wurm Online. In our alliance we were having a discussion on automating and mechanisation of Wurm Online, when it was my turn to get a mindflash and I suggested the idea of Wedding in Wurm Online. So I started working this out. The main intend is to draw more girls and women in Wurm Online by making it a bit more feminine. A Wedding doesnt drop from the sky upon you. First thing is you try to find someone you like, and then you try him/her to like you. The courting period has started. In my suggestion this takes at least 6 months, during which both players need to be premium all the time. You both agree to this courting period. In the courting period both of you give each other gifts by means of a trading like screen. The higher the quality of this gift, the better the boost to the ''love''bar. There are at least 6 gifts, each month one. Gifts (love tokens) are: 1 processed food item, 1 drink, 1 gem, 1 jewelry, 1 tool, 1 clothing/armor piece. Love tokens will be lost in the void after usage. If after 6 months the love bar has not reached 100% the period is extended with 3 months, and subsequent 3 additional gifts (this time at will). When the Love Bar has reached 100% a Wedding can occur. This can be done by a priest of any demonation. After the Wedding, there is a 10% increase 1% increase in skillgains for the first year, and 5% 0,5% for all years after, as long as the marriage exists. The Marriage can be undone by mutual consent, without further ceremonial, or when one of the players has been offline for over 3 months, or has been non premium for over 3 months.When there is a non-adult child the marriage can not be undone. To accomplish this, after the wedding the Love Bar looses 33% each month. When it reaches zero the marriage ends (except when there is still a child). The Love Bar can be fuelled again with the ''love tokens'' from the courting period, with extra benefits for high ql gems, rare, supreme or fantastic items. So for example a rare items gives 10% extra boost on the love bar, a supreme item 20% and a fantastic item 30%. Love tokens are lost in the void, the same way as sacrificed items on the altar. Actions like ''dancing'', ''singing'' can also give a boost to the love bar. Both players need to be online, responsive, and on the same location to have effect on the Love Bar. Since love has to flow in two directions, the other player has to initiate the next fuelling of the Love Bar. new added: Has the Love Bar no further use? Yes. When the player is involved in a fight, and it doesnt go well, and the player is wounded (less then 50% health remains), the player can draw ''hope'' from the Love Bar, resulting in fighting gains. Lover Bar over 75% then the player become speedgains, health gains and strength gains. Between 50 and 75% two of three (random) and between 25-50% just one fighting gains. When the players are wed (female/male, female/female, male/male) they can sleep together in the canopy bed. As result of this sleep one of them (random, regardless of sex) will become pregnant. During this pregnancy the player will be limited in some ways and not be able to start a fight or leave the server. After approx a week the baby is born. The newborn will need food (at first any milk is enough), care and teachings.All three need to be given to the newborn. The milk (and later food) is offered to the newborn, as is the care (playing time, hugging, telling stories and jokes). Teaching are simulated by a temporarily 20% decrease 10% decrease in skillgains on both parents till the child has reached adulthood. The baby starts small, and via toddler – urchin – child fase it will reach adulthood. The time needed is 1 week for all.fases. After a month the child will be an adult and can be used as npc in the village. This npc will have different grades, depending on the amoout of skillgains it got from its parents. unmotivated: it can become basic carpenter, you hand it 10 logs, and it will spawn out planks or shafts of 15ql after an hour. Motivated: it can become carpenter, you hand it 10 logs, and it will spawn out planks, shafts, arrowshafts, shingles or pegs of 20ql after an hour. Talented: it can become carpenter, but also nurse. As nurse it can heal your wounds or cure you from disease. Bright: it can become carpenter, nurse, or barber. As barber it will change ur haircolor and appearance on request. Intelligent: it can do all above, and (added): become Elite Guard to the deed, and make witty remarks as well. As Elite Guard it is as strong as a Templar, but it can also be armored and armed like a normal guard. It will call on help (within deed borders) but will retreat into safety (the nearest locked building) on its own when health reaches 40% or lower. Ok, now, you all can laugh. Other Remarks: The NPC's are connected to the deed it was born into and will die with the deed, or at mayor's will. The child will die without sufficient food or care. We hardly need new graphics, cause this idea uses mostly already existing graphics. The NPC dont require initial coin or upkeep. The baby/urchin/toddler/child is an item that can be carried around in the inventory, but will act as decorational item outside inventory. While in inventory you cannot sleep or logoff. This gives other players the chance to feed it or humor it as well, if they have access to the location the child is. None but the parents can carry the child in inventory or move it elseway (unless its sold just before reaching final stage) The role you choose for your child is defnite and cannot be undone. It can be sold to another player from another deed using trade when its ready for promotion to adult but when it has not a chosen profession yet. This ''trade-window'' is not longer then a day. The new owner can choose the profession (if there is something to choose). A new pregnancy can occur in the marriage 5 monts after the child has reached adulthood. When the profession is chosen, the NPC will be added to de deed it is in. Added after some comments: Maximize the number of marriages to 1 per person at any given time (regardless to server) and to 1 per deed.