Mat wrote:
[*]Better task implementation, so the domme remebers what she asked you to do and asks if you did them
This is actually already doable with the current TeaseAi (even if it is a bit clumsy to set up).
Basically, you just need to create a flag when you give a @DailyTask (or @VitalSubAssignement if you want) and then chek for that flag in your starting script, associating some stuff for the mistress to do.
I did it with my AI and it works perfectly.
When i give a @DailyTask i also @SetFlag(task), whenever i give a @VitalSubAssignment i set a @Setflag(vitalsub) and, then in my start module;
@NullResponse @CheckFlag(vitalSub)
@NullResponse @CheckFlag(dailyTask)
(start)
blalbalalablaba (the normal stuff if no tasks are present)
@End
(dailyTask)
blalblabla (stuff mistress do if you have a pending task which may end however you want, with a @Endtease, @StartStroking or even a @Goto(start) so that it plays the "normal" start after dealing with the custom task part....remember to @DeleteFlag(dailyTask) here too, otherwise it will always go here from now on
(vitalSub)
(same as for dailyTask but for vital assignmente...remember to delete flag also here)
This way you'll be sure that if she gave you a task or vitalsub in the previous session, she will start with that part before moving on.
I went on and, to make thing easier, i moved all start scripts in 2 differen folder (noChastityStart and chastityStart) and left a single module in the base Stroke/Start folder.
This way you have a single script doing whaterver you want to do with all the variables you want to deal with and then, when it has done its stuff will either @CallRandom(noChastityStart) or @CallRandom(chastityStart) to start the real session (for it to work correctly i added a @SetFlag(isInChastity) everytime i use @ChastityOn and a @DeleteFlag(isInChastity) whenere i use @ChastityOff so that i can @CallRandom the correct folder depending on the chastity status....like this:
(start)
@NullResponse @CheckFlag(vitalSub)
@NullResponse @CheckFlag(dailyTask)
(check)
@NullResponse @CheckFlag(isInChastity)
(inizio)
@NullResponse @CallRandom(Stroke\noChastityStart)
@End
(isInChastity)
@NullResponse @CallRandom(Stroke\chastityStart)
@End
Going back to the rewriting project, i'd suggest people working on it to try to keep the module writing part as close as the current teaseAI for retrocompatibility (apart for new/modified functionalities obviously).
Writing scripts with TeaseAI is not that difficult, imho, it just takes a bit of practice...it seems more complicated than it is because it lacks a wiki/repository to learn it, but once you get the grasps, it is pretty straightofrward.
The problem with changing the scripting too much would be that all the modules wrote so far would become unuseable and, honestly, i don't know how many people will want to go to re-writing them all from scratch....for example my AI has basically all the modules/link/script from all the different personalities built so far, a few more added by me and many of them modified to better suit my preferences...this mean that i have:
-START: 16 modules + 10 chastity modules
-LINKS: 76 links
-MODULES: 84 modules (nearly all of them with the _EDGING variant, which makes 80ish more) + 15ish Chastity modules
-END: 17 ends + 7 chastity ends
No way in hell i will ever go and rewrite all of them to work with the new program....it would take weeks/months of work....and it would end in me keeping using teaseAI despite of the potentially better new version, just to avoid having to spend months rewriting all scripts (and i bet most of us would not rewrite all their modules from scratch)