Spicy [Tease-AI] [Old thread]

Webteases are great, but what if you're in the mood for a slightly more immersive experience? Chat about Tease AI and other offline tease software.

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genome231
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Re: [TEASE-AI - Personality] Spicy 3.00

Post by genome231 »

Hey guys!

A "I am still here message".
Currently I'm completely swamped studying for finals.
So I'm sorry I cant help with the bugfixing.
It's great seeing you guys helping each other.

I hope to return to the project again soon.

Best regards
Genome
Tribute to 1885 & those involved with Tease-AI.
Thank you for spending time on this awesome project! :-)
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Re: [TEASE-AI - Personality] Spicy 3.00

Post by cursor10 »

I've found some bugs an have tried to correct them ....

Changes on your own risk ... ;-)
\tease_ai\Scripts\Spicy 3.00\CR\BackgroundMode\Punishment\Punishments\M3.txt

find ...

Code: Select all

(PS3Easy)
and change to

Code: Select all

(PM3Easy)
find ...

Code: Select all

(PS3Medium)
and change to

Code: Select all

(PM3Medium)
find ...

Code: Select all

(PS3Hard)
and change to

Code: Select all

(PM3Hard)


\tease_ai\Scripts\Spicy 3.00\Vocabulary\#ChastityOffDenied

*.gif Images unable to load ...

remove these line and save

Code: Select all

@ShowImage[\GNMImages\Chastity\ChastityOffDenied\*.gif]

\tease_ai\Scripts\Spicy 3.00\CR\Modules\Tease\GNMTeaseModule_1CockTraining.txt

search this line ...

Code: Select all

@NullResponse @If[StrokeLevel]>[10]Then(10End) @Goto(LowEnd)
and change it to

Code: Select all

@NullResponse @If[StrokeLevel]>[10]Then(10End) @Goto(10End)
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Re: [TEASE-AI - Personality] Spicy 3.00

Post by Gormur »

genome231 wrote: Fri May 19, 2017 3:35 pm Hey guys!

A "I am still here message".
Currently I'm completely swamped studying for finals.
So I'm sorry I cant help with the bugfixing.
It's great seeing you guys helping each other.

I hope to return to the project again soon.

Best regards
Genome
Good Luck on finals. This tease is massive and seems to be insanely fun to do. But for now it has too many bugs. I kind of want to fix some but at the same time I don't want to read to much of the script to keep something a surprise :)
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Re: [TEASE-AI - Personality] Spicy 3.00

Post by cursor10 »

genome231 wrote: Fri May 19, 2017 3:35 pm Hey guys!

A "I am still here message".
Currently I'm completely swamped studying for finals.
So I'm sorry I cant help with the bugfixing.
It's great seeing you guys helping each other.

I hope to return to the project again soon.

Best regards
Genome
Good Luck to your finals. Maybe you help us later. If you are sober after the ending party. :-D
P.S. : You've done a nice work of Bits & Bytes. :-)
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Re: [TEASE-AI - Personality] Spicy 3.00

Post by Siepmann »

genome231 wrote: Fri May 19, 2017 3:35 pm Currently I'm completely swamped studying for finals.
Good luck dude and thank you for creating spicy !
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Re: [TEASE-AI - Personality] Spicy 3.00

Post by connact113 »

where is the shop? I've earned gold but havent found anyplace to spend it yet.
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Re: [TEASE-AI - Personality] Spicy 3.00

Post by Gormur »

connact113 wrote: Sat May 20, 2017 1:45 am where is the shop? I've earned gold but havent found anyplace to spend it yet.
Type "shop" when you are in the first room.
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Re: [TEASE-AI - Personality] Spicy 3.00

Post by qwanta »

I created patch files for all of the bugfixes that I found in this thread:
https://mega.nz/#F!Y2RjEIgJ!Y6fq9LW4uvsUpY3whxXLmA
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Re: [TEASE-AI - Personality] Spicy 3.00

Post by Gormur »

qwanta wrote: Sat May 20, 2017 2:38 am I created patch files for all of the bugfixes that I found in this thread:
https://mega.nz/#F!Y2RjEIgJ!Y6fq9LW4uvsUpY3whxXLmA
Nice gj mate! :)

p.s. you can't run git with *.patch it seems from git cmd. I had to run it twice and put in full file names of the patches.
Last edited by Gormur on Sat May 20, 2017 5:37 am, edited 2 times in total.
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Re: [TEASE-AI - Personality] Spicy 3.00

Post by Nakuteini »

I just got some tasks sent by the mistress but they didn't load properly."ERROR: Tease AI did not return a valid Task line" is what it says in the file. I looked at the log and it says it tried to open the task files in Spicy 3.00\Tasks. Those seem to have unexpected stuff in them like "@Flag(HomeWorkLingerie) @RT(I want,I expect,I command,I order) You to spend (10,15,20) minutes extra studying some of todays subjects.." That looks like a line used in the "game" itself. It makes no sense as a tease given to be done later on. Well that is if it even worked to begin with. Seems like yet another case of replacing old stuff with new stuff that doesn't work as expected (like with the stroke\end files that are empty). I guess I'll just replace these with the ones from wicked tease again... At least these seemed to have some functionality though so should I do that or no?
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Re: [TEASE-AI - Personality] Spicy 3.00

Post by Tury »

I've followed the setup instructions but I can't get it working. I keep getting a "System\variables\temphappy" not-found error.

Does anyone else have this problem and/or know how to handle it?
If you have no reason to live, find a reason to keep living.

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Re: [TEASE-AI - Personality] Spicy 3.00

Post by meaculpa_uk »

If anyone's interested, I've modified the BlackJack game to use actual BlackJack rules, i.e. Picture cards count as 10 and an Ace is either 1 or 11. Tweaked the gold payout to make it more playable too....

Replace GNMChastityModule_4Gamble with...
Spoiler: show
#SlaveName
@RT(Lets play a game of blackjack!,I want to play a bit of blackjack!) #DT @CheckFlag(ChastityModule4Intro)
The rules are simple #DT
You will draw two cards #DT
Then based on the cards #DT
You have to decide if you want to stay or draw another #DT
The goal is to get as close to 21 as possible #DT
Should you get 21 you automaticly win #DT
When you choose to stay I will then draw cards until I either beat your score or I lose #DT
If we both get to 18 then I win since I'm the dealer #DT
The cards from 2 to 10 have the corresponding value #DT
So 5 of clubs has the value 5 #DT
Jacks, queens, kings all count as 10 points
but aces are special #DT
They have the default value of 11
but can also count as 1 if needs be to avoid going over 21
Let me provide you with an example #DT
Say you've drawn 2 sevens then you would have the value 14 #DT
You choose to draw another card and the card you draw is an Ace! #DT
Normally it would then be 14 + 11 from the Ace #DT
But since that will kill you the Ace gets the value 1 instead #DT
Meaning you'll have 14 + 1 = 15 instead of 14 + 11 = 25 #DT
It's relatively simple #DT
You'll learn it or lose #GNMLol #DT @SetFlag(ChastityModule4Intro)
(ChastityModule4Intro)
@RT(Let's make a deal,Time for a tiny bet) #DT
@Flag(ChastityUpdate2) @RT(I will give you 150 gold,I'm going to give you 150 gold) #DT @SetVar[TempGold]=[150]
@NotFlag(ChastityUpdate2) @RT(I will give you 100 gold,I'm going to give you 100 gold) #DT @SetVar[TempGold]=[100]
Every time you win you earn another 50 gold #DT
Every time you lose I will take 50 gold from you #GNMGrin #DT
This is going to end 3 ways #DT
1) You run out of gold #DT
2) You increase the pot to at least 200 and say the phrase 'CASH OUT' #DT @CustomMode(cash, Goto, StopTest)
@Flag(HasChastity) 3) you increase the pot to 500 gold, the game stop AND I'll unlock that #GNMCock #DT
@NotFlag(HasChastity) 3) you increase the pot to 500 gold, the game stop AND I'll let you play with that #GNMCock #DT
Lets begin! #DT @TempFlag(Busy)
(BlackJack)
You currently have @ShowVar[TempGold] gold #DT
@NullResponse @SetVar[BlackJackHand]=[0] @RapidCodeOn
@NullResponse @SetVar[DealerHand]=[0]
@NullResponse @DeleteFlag(PAce)
@NullResponse @DeleteFlag(DAce)
(PlayerFirst)
Giving you the first card.. #DT
@NullResponse @Goto(1e,2e,3e,4e,5e,6e,7e,8e,9e,10e,11e,12e,13e)
(1e)
Ace @ChangeVar[BlackJackHand]=[BlackJackHand]+[11] @ShowImage[\GNMImages\Deck\1\*.jpg] @TempFlag(PAce) @Goto(PlayerSecond)
(2e)
Two @ChangeVar[BlackJackHand]=[BlackJackHand]+[2] @ShowImage[\GNMImages\Deck\2\*.jpg] @Goto(PlayerSecond)
(3e)
Three @ChangeVar[BlackJackHand]=[BlackJackHand]+[3] @ShowImage[\GNMImages\Deck\3\*.jpg] @Goto(PlayerSecond)
(4e)
Four @ChangeVar[BlackJackHand]=[BlackJackHand]+[4] @ShowImage[\GNMImages\Deck\4\*.jpg] @Goto(PlayerSecond)
(5e)
Five @ChangeVar[BlackJackHand]=[BlackJackHand]+[5] @ShowImage[\GNMImages\Deck\5\*.jpg] @Goto(PlayerSecond)
(6e)
Six @ChangeVar[BlackJackHand]=[BlackJackHand]+[6] @ShowImage[\GNMImages\Deck\6\*.jpg] @Goto(PlayerSecond)
(7e)
Seven @ChangeVar[BlackJackHand]=[BlackJackHand]+[7] @ShowImage[\GNMImages\Deck\7\*.jpg] @Goto(PlayerSecond)
(8e)
Eight @ChangeVar[BlackJackHand]=[BlackJackHand]+[8] @ShowImage[\GNMImages\Deck\8\*.jpg] @Goto(PlayerSecond)
(9e)
Nine @ChangeVar[BlackJackHand]=[BlackJackHand]+[9] @ShowImage[\GNMImages\Deck\9\*.jpg] @Goto(PlayerSecond)
(10e)
Ten @ChangeVar[BlackJackHand]=[BlackJackHand]+[10] @ShowImage[\GNMImages\Deck\10\*.jpg] @Goto(PlayerSecond)
(11e)
Jack @ChangeVar[BlackJackHand]=[BlackJackHand]+[10] @ShowImage[\GNMImages\Deck\11\*.jpg] @Goto(PlayerSecond)
(12e)
Queen @ChangeVar[BlackJackHand]=[BlackJackHand]+[10] @ShowImage[\GNMImages\Deck\12\*.jpg] @Goto(PlayerSecond)
(13e)
King @ChangeVar[BlackJackHand]=[BlackJackHand]+[10] @ShowImage[\GNMImages\Deck\13\*.jpg] @Goto(PlayerSecond)
(PlayerSecond)
Giving you the second card.. #DT @Goto(1f,2f,3f,4f,5f,6f,7f,8f,9f,10f,11f,12f,13f)
(1f)
Ace @ChangeVar[BlackJackHand]=[BlackJackHand]+[11] @ShowImage[\GNMImages\Deck\1\*.jpg] @TempFlag(PAce) @Goto(Or)
(2f)
Two @ChangeVar[BlackJackHand]=[BlackJackHand]+[2] @ShowImage[\GNMImages\Deck\2\*.jpg] @Goto(Or)
(3f)
Three @ChangeVar[BlackJackHand]=[BlackJackHand]+[3] @ShowImage[\GNMImages\Deck\3\*.jpg] @Goto(Or)
(4f)
Four @ChangeVar[BlackJackHand]=[BlackJackHand]+[4] @ShowImage[\GNMImages\Deck\4\*.jpg] @Goto(Or)
(5f)
Five @ChangeVar[BlackJackHand]=[BlackJackHand]+[5] @ShowImage[\GNMImages\Deck\5\*.jpg] @Goto(Or)
(6f)
Six @ChangeVar[BlackJackHand]=[BlackJackHand]+[6] @ShowImage[\GNMImages\Deck\6\*.jpg] @Goto(Or)
(7f)
Seven @ChangeVar[BlackJackHand]=[BlackJackHand]+[7] @ShowImage[\GNMImages\Deck\7\*.jpg] @Goto(Or)
(8f)
Eight @ChangeVar[BlackJackHand]=[BlackJackHand]+[8] @ShowImage[\GNMImages\Deck\8\*.jpg] @Goto(Or)
(9f)
Nine @ChangeVar[BlackJackHand]=[BlackJackHand]+[9] @ShowImage[\GNMImages\Deck\9\*.jpg] @Goto(Or)
(10f)
Ten @ChangeVar[BlackJackHand]=[BlackJackHand]+[10] @ShowImage[\GNMImages\Deck\10\*.jpg] @Goto(Or)
(11f)
Jack @ChangeVar[BlackJackHand]=[BlackJackHand]+[10] @ShowImage[\GNMImages\Deck\11\*.jpg] @Goto(Or)
(12f)
Queen @ChangeVar[BlackJackHand]=[BlackJackHand]+[10] @ShowImage[\GNMImages\Deck\12\*.jpg] @Goto(Or)
(13f)
King @ChangeVar[BlackJackHand]=[BlackJackHand]+[10] @ShowImage[\GNMImages\Deck\13\*.jpg] @Goto(Or)
(Or)
@Flag(PAce) @NullResponse @If[BlackJackHand]>[21]Then(PAceDeduct)
@NullResponse @Goto(Pwincheck)
(PAceDeduct)
@NullResponse @ChangeVar[BlackJackHand]=[BlackJackHand]-[10]) @DeleteFlag(PAce)
@NullResponse @Goto(Pwincheck)
(Pwincheck)
You have @ShowVar[BlackJackHand]
@NullResponse @If[BlackJackHand]>[21]Then(Lose)
@NullResponse @If[BlackJackHand]=[21]Then(Win)
Draw or stay? #DT
[draw]@NullResponse @Goto(Draw)
[stay]@NullResponse @Goto(DealerFirst)
@DifferentAnswer Draw or stay? #DT
(Draw)
@Goto(1f,2f,3f,4f,5f,6f,7f,8f,9f,10f,11f,12f,13f)
(DealerFirst)
Drawing my first card.. #DT @Goto(1d,2d,3d,4d,5d,6d,7d,8d,9d,10d,11d,12d,13d)
(1d)
Ace @ChangeVar[DealerHand]=[DealerHand]+[11] @ShowImage[\GNMImages\Deck\1\*.jpg] @TempFlag(DAce) @Goto(DealerSecond)
(2d)
Two @ChangeVar[DealerHand]=[DealerHand]+[2] @ShowImage[\GNMImages\Deck\2\*.jpg] @Goto(DealerSecond)
(3d)
Three @ChangeVar[DealerHand]=[DealerHand]+[3] @ShowImage[\GNMImages\Deck\3\*.jpg] @Goto(DealerSecond)
(4d)
Four @ChangeVar[DealerHand]=[DealerHand]+[4] @ShowImage[\GNMImages\Deck\4\*.jpg] @Goto(DealerSecond)
(5d)
Five @ChangeVar[DealerHand]=[DealerHand]+[5] @ShowImage[\GNMImages\Deck\5\*.jpg] @Goto(DealerSecond)
(6d)
Six @ChangeVar[DealerHand]=[DealerHand]+[6] @ShowImage[\GNMImages\Deck\6\*.jpg] @Goto(DealerSecond)
(7d)
Seven @ChangeVar[DealerHand]=[DealerHand]+[7] @ShowImage[\GNMImages\Deck\7\*.jpg] @Goto(DealerSecond)
(8d)
Eight @ChangeVar[DealerHand]=[DealerHand]+[8] @ShowImage[\GNMImages\Deck\8\*.jpg] @Goto(DealerSecond)
(9d)
Nine @ChangeVar[DealerHand]=[DealerHand]+[9] @ShowImage[\GNMImages\Deck\9\*.jpg] @Goto(DealerSecond)
(10d)
Ten @ChangeVar[DealerHand]=[DealerHand]+[10] @ShowImage[\GNMImages\Deck\10\*.jpg] @Goto(DealerSecond)
(11d)
Jack @ChangeVar[DealerHand]=[DealerHand]+[10] @ShowImage[\GNMImages\Deck\11\*.jpg] @Goto(DealerSecond)
(12d)
Queen @ChangeVar[DealerHand]=[DealerHand]+[10] @ShowImage[\GNMImages\Deck\12\*.jpg] @Goto(DealerSecond)
(13d)
King @ChangeVar[DealerHand]=[DealerHand]+[10] @ShowImage[\GNMImages\Deck\13\*.jpg] @Goto(DealerSecond)
(DealerSecond)
Drawing my second card.. #DT @Goto(1c,2c,3c,4c,5c,6c,7c,8c,9c,10c,11c,12c,13c)
(1c)
Ace @ChangeVar[DealerHand]=[DealerHand]+[11] @ShowImage[\GNMImages\Deck\1\*.jpg] @TempFlag(DAce) @Goto(Dealer)
(2c)
Two @ChangeVar[DealerHand]=[DealerHand]+[2] @ShowImage[\GNMImages\Deck\2\*.jpg] @Goto(Dealer)
(3c)
Three @ChangeVar[DealerHand]=[DealerHand]+[3] @ShowImage[\GNMImages\Deck\3\*.jpg] @Goto(Dealer)
(4c)
Four @ChangeVar[DealerHand]=[DealerHand]+[4] @ShowImage[\GNMImages\Deck\4\*.jpg] @Goto(Dealer)
(5c)
Five @ChangeVar[DealerHand]=[DealerHand]+[5] @ShowImage[\GNMImages\Deck\5\*.jpg] @Goto(Dealer)
(6c)
Six @ChangeVar[DealerHand]=[DealerHand]+[6] @ShowImage[\GNMImages\Deck\6\*.jpg] @Goto(Dealer)
(7c)
Seven @ChangeVar[DealerHand]=[DealerHand]+[7] @ShowImage[\GNMImages\Deck\7\*.jpg] @Goto(Dealer)
(8c)
Eight @ChangeVar[DealerHand]=[DealerHand]+[8] @ShowImage[\GNMImages\Deck\8\*.jpg] @Goto(Dealer)
(9c)
Nine @ChangeVar[DealerHand]=[DealerHand]+[9] @ShowImage[\GNMImages\Deck\9\*.jpg] @Goto(Dealer)
(10c)
Ten @ChangeVar[DealerHand]=[DealerHand]+[10] @ShowImage[\GNMImages\Deck\10\*.jpg] @Goto(Dealer)
(11c)
Jack @ChangeVar[DealerHand]=[DealerHand]+[10] @ShowImage[\GNMImages\Deck\11\*.jpg] @Goto(Dealer)
(12c)
Queen @ChangeVar[DealerHand]=[DealerHand]+[10] @ShowImage[\GNMImages\Deck\12\*.jpg] @Goto(Dealer)
(13c)
King @ChangeVar[DealerHand]=[DealerHand]+[10] @ShowImage[\GNMImages\Deck\13\*.jpg] @Goto(Dealer)
(Dealer)
@Flag(DAce) @NullResponse @If[DealerHand]>[21]Then(DAceDeduct)
@NullResponse @Goto(Dealerwincheck)
(DAceDeduct)
@NullResponse @ChangeVar[DealerHand]=[DealerHand]-[10]) @DeleteFlag(DAce)
@NullResponse @Goto(Dealerwincheck)
(Dealerwincheck)
@RT(So I've got,That gives me) @ShowVar[DealerHand]
@NullResponse @If[DealerHand]>[21]Then(DealerLost)
@NullResponse @If[DealerHand]>=[BlackJackHand]Then(DealerWin)
@RT(I'll take another card,Looks like I need to draw again,I'll have to keep going!)
@NullResponse @Goto(1c,2c,3c,4c,5c,6c,7c,8c,9c,10c,11c,12c,13c)
(Win)
@RT(Meaning you win.. #DT,So you win this round #SubName, Ok you win this time...)
@NullResponse @ChangeVar[TempGold]=[TempGold]+[50] @If[TempGold]>=[500]Then(EndGold) @Goto(BlackJack)
(Lose)
@RT(Meaning you lose! #DT, Ha! You're bust!, Loser!!!)
@NullResponse @ChangeVar[TempGold]=[TempGold]-[50] @If[TempGold]<=[0]Then(EndPoor) @Goto(BlackJack)
(DealerWin)
@RT(Meaning I've won! #DT,Haha!! I WIN!!!,Yaaaay! I win this round!)
@NullResponse @ChangeVar[TempGold]=[TempGold]-[50] @If[TempGold]<=[0]Then(EndPoor) @Goto(BlackJack)
(DealerLost)
@RT(Meaning I've lost #DT, Damn! I lose!, I lose this round but I'll win the next one!)
@NullResponse @ChangeVar[TempGold]=[TempGold]+[50] @If[TempGold]>=[500]Then(EndGold) @Goto(BlackJack)
(EndPoor)
You don't have any more gold to gamble with! #DT @DeleteFlag(Busy) @RapidCodeOff
Meaning that it is game over #GNMGrin #DT
Better luck next time! #DT
@NullResponse @DeleteFlag(PAce)
@NullResponse @DeleteFlag(DAce)
@End
(EndGold)
#SlaveName you've earned 500 gold #DT @DeleteFlag(Busy) @RapidCodeOff
Which I honestly cant believe.. #DT
But a deal is a deal! #DT @ChangeVar[GNMGold]=[GNMGold]+[500]
I've transfered the gold #DT @SetVar[PDenialSet]=[0]
Well done.. #DT
Also.. #DT
I believe I owe you a bit of freedom as well #GNMGrin #DT
@NullResponse @CallReturn(CR\GNMChastityOff.txt)
#GNMEmoteHappy #DT
@NullResponse @DeleteFlag(PAce)
@NullResponse @DeleteFlag(DAce)
@End
(StopTest)
@Variable[TempGold]<[200] @NullResponse @RapidCodeOff @Goto(Early)
#GNMGrin #DT @DeleteFlag(Busy) @RapidCodeOff
Stopping while ahead of the game #GNMLol #DT
I cant blame you.. #DT
Well I owe you @ShowVar[TempGold] gold #DT @ChangeVar[GNMGold]=[GNMGold]+[TempGold]
It has been transfered #DT
@NullResponse @DeleteFlag(PAce)
@NullResponse @DeleteFlag(DAce)
@End
(Early)
I told you that you could only stop the game if you reached 200 or more! #DT @CustomMode(ModeText, Normal) @DeleteFlag(Busy)
Stopping at @ShowVar[TempGold] isn't okay #DT #MeritChangeNHigh
We play by my rules or not at all #DT
@Flag(HasChastity) I'm increasing your time in the #Cage ! #DT
@NotFlag(HasChastity) I'm increasing your denial period! #DT
That should teach you a lesson! #DT @ChangeVar[PDenialSet]=[PDenialSet]+[24]
@NullResponse @DeleteFlag(PAce)
@NullResponse @DeleteFlag(DAce)
(End)
@NullResponse @DeleteFlag(PAce)
@NullResponse @DeleteFlag(DAce)
@End
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Re: [TEASE-AI - Personality] Spicy 3.00

Post by connact113 »

Question about academy. Does it take a long time to load? Last two times i was on an academy day, tease so was taking a long time to load. I restarted and then the assistant said I already was in class that day.
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Re: [TEASE-AI - Personality] Spicy 3.00

Post by Dimenos »

The Setup txt. says that I should lead the gay path to the Selfhumiliation folder. But I can´t set the path when the folder is empty. Is that normal?
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Re: [TEASE-AI - Personality] Spicy 3.00

Post by connact113 »

Dimenos wrote: Sat May 20, 2017 2:07 pm The Setup txt. says that I should lead the gay path to the Selfhumiliation folder. But I can´t set the path when the folder is empty. Is that normal?
Yes, you need to put a picture in it. During setup, spicy will tell you to put a few specific photos in there, but any pictures work.
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