Tease AI General Discussion

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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Re: Tease AI Open Beta - Updated to Patch 49

Post by Stefaf »

1885 wrote:
PtheV wrote:wouldn't it make more sense for someone to create a separate scripting tool based on the original TeaseAI, a tool that would be able to correct errors, check for missing scripts and have one-click shortcuts for easy command implementation? Full disclosure: I do not have the necessary coding skills to do something like that...
I'm not sure of the status of the program, but q55's Personality Creator viewtopic.php?f=2&t=16310&hilit=personality+creator did have a library of Commands built in, though it's probably outdated at the moment.

I might try to enhance my "Audit Scripts" function a bit more to find and fix more errors at some point, but your idea would be great. That's just another one of those things where I would like to be able to do it, but my priorities don't allow for it at the moment. If someone wants to take a shot at something like that, I would be happy to provide whatever support I can.
Spoiler: show
First official post :
Hello everyone! :wave:

I really appreciate this great community. I'm looking forward to laugh and an cry with all of you. (I hope it wont get this far.)

Thanks to all of you, which are sharing here really gorgeous content. :love:
Oh... Yesterday i was thinking about, which function i'll work on next? And the conclusion was "Auditing Scripts".
So if nobody else wants to do this, i'll take the shot, after implementing my previous work into Patch 50.
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Re: Tease AI Open Beta - Updated to Patch 49

Post by schefflera »

hey,

I was testing the @RandomText() a bit and found a little problem.
When you put keywords which includes brackets (or other special character) inside, you might get some weird expressions.
For example:
Input:
@RandomText(yay #Grin, yes #EmoteHappy, this is it #EmoteHappy, great #Grin)
Output:
yay *grins*, this is it , great *grins*)

To avoid it, you should not use keywords with special character
My flashteases: Have fun :)
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Re: Tease AI Open Beta - Updated to Patch 49

Post by 1885 »

Stefaf wrote:Oh... Yesterday i was thinking about, which function i'll work on next? And the conclusion was "Auditing Scripts".
So if nobody else wants to do this, i'll take the shot, after implementing my previous work into Patch 50.
Go for it, that would be awesome :smile:
schefflera wrote:I was testing the @RandomText() a bit and found a little problem.
When you put keywords which includes brackets (or other special character) inside, you might get some weird expressions.
For example:
Input:
@RandomText(yay #Grin, yes #EmoteHappy, this is it #EmoteHappy, great #Grin)
Output:
yay *grins*, this is it , great *grins*)
My apologies, I had the @RandomText() Command out of proper order in the code. I have it fixed for patch 50.

With @RandomText() working as it should, the only thing you can't include is @Commands that use (). Anything else is fair game.

So when patch 50 is out, you could do this if you wanted

@RandomText(hi #Grin, here's a sexy butt @ShowButtImage, I had #Var[Orgasms] orgasms last night, etc) and it will work fine.

Until then, sorry for the trouble with it. I don't know how bugs like that slip by me, but they just do for some reason :no:
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Re: Tease AI Open Beta - Updated to Patch 49

Post by 0385 »

You're human, arent you?
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Re: Tease AI Open Beta - Updated to Patch 49

Post by 1885 »

0385 wrote:You're human, arent you?
Fair enough :-) That was just a particularly frustrating bug to let through, since I use @RandomText() extensively (like to a ridiculous degree) and never caught that
PtheV wrote: I think I found a bug... the output for #DomMoodMin and #DomMoodMax seems to be #DomMood with Min or Max, respectively, attached to it, i.e. when #DomMood is 5, #DomMoodMin gives "5Min".
Thanks, I have it fixed for Patch 50
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Re: Tease AI Open Beta - Updated to Patch 50

Post by 1885 »

Time for the big 50 patch. I mean, the milestone is big, not the patch :lol:

Patch 50

Tease AI Patch 50 - https://mega.nz/#!aEc0QIRQ!Bo8auHyvPZPF ... 4Qo_d-dF4o

Important!

Patch 50 requires two new SYS files to be in your Vocabulary folder. Please use the following AI Box to add them to each of your Personalities. You can also download the Wicked Tease updated for Patch 50 on the front page.

Code: Select all

[aiBox File Begin] Vocabulary#SYS_MultipleEdgesStart.txt
Edge
Edge
Edge
Edge again
Edge again
Get to the edge
Get back to the edge
[aiBox File End] Vocabulary#SYS_MultipleEdgesStart.txt
[aiBox File Begin] Vocabulary#SYS_MultipleEdgesStop.txt
Stop
Stop
Stop
Stop stroking
Hands off
[aiBox File End] Vocabulary#SYS_MultipleEdgesStop.txt
[aiBox Empty]
Patch Notes:

Bugfixes -

Fixed bug that would cause OutOfMemory exceptions during Slideshows

@RandomText() should now work correctly

@ShowVar[] and #Var[] should now work correctly and can be used multiple times per line. While I consider #Var[] to be the standard syntax now, these Commands should now function exactly the same

Fixed bug where TTS did not recognize user's volume settings during domme responses

Tease AI no longer allows script-switching countdowns to end while the domme is in the middle of a @FollowUp(). This fixes a bug where the domme's response ability would be frozen and the main picture wouldn't change.

#DommeMoodMin and #DommeMoodMax should now output correctly

Fixed bug that prevented SessionEdges from updating when @EdgeMode() edges resolved

Improvements -

Added setting "Mute Video and Audio Played in Media Player" to General Settings tab. When this is checked, the media player will automatically mute any media file that is started or has it's state changed to playing (For example, pressing play while it's paused). The volume can still be manually adjusted during media playback if you wish. This is very useful if you want to be able to run more scripts with Videos but have privacy concerns due to noise

@SetModule() and @SetLink() can now jump to a specific line in the script when it is called by using a comma. For example, @SetModule(Ballbusting Tasks, Task 2) would start after the line (Tasks 2) in Ballbusting Tasks.txt when the Module begins.

Note: @SetModule() may not have been functioning correctly in Patch 49. When I implemented some code concerning Modules from the github repo, I forgot to add @SetModule() functionality back in. It should work correctly as of this patch

@PlayVideo[], @PlayAudio[] and @ShowImage[] will now check full file paths as well as their respective media folders in the Tease AI root directory. This is especially useful for showing media stored in variables based on user's prior input. (For example, "Give me the location of your favorite porn video @InputVar[FavoritePornVideo]", and then calling it later with @PlayVideo[#Var[FavoritePornVideo]])

Individual files from your computer can now be dragged and dropped onto the text entry field in the main chat window or the side chat. This will enter the file's full path and send it as a message. This is useful for when the domme asks you to input variables such as a favorite picture

Commands -

Added @EdgeMode() Command -
@EdgeMode() is a new Command that allows you to override Tease AI's usual response to the user saying they are on the edge. This opens up a lot of useful options in scripts where you want to redirect the user if they edge, as opposed to the system's standard response for the situation.

There are three ways to use the new @EdgeMode() Command, here's the syntax:
@EdgeMode(Goto, GotoLine)
@EdgeMode(Video, GotoLine)
@EdgeMode(Message, MessageText)

And you can return the edge response to normal by using @EdgeMode(Normal)

To explain these modes more easily, look at this example script:
  • This is the Edge Mode test
    (Loop)
    I have entered a loop and set the Edge Mode to "Goto" @EdgeMode(Goto, EdgeForGoto)
    If you want to break the loop
    Edge before the next line
    You did not break the loop @EdgeMode(Normal) @Goto(Loop)
    (EdgeForGoto)
    The edge broke the loop
    Next I will set the Edge Mode to "Video"
    (VideoLoop)
    Edge within 30 seconds to break free of the video loop @PlayVideo(30) @JumpVideo @EdgeMode(Video, EdgeForVideo)
    You did not break the loop @EdgeMode(Normal) @Goto(VideoLoop)
    (EdgeForVideo)

    The edge broke the video loop
    I will set the Edge Mode to "Message" while a slideshow plays @Slideshow(hentai)
    Edge to break the loop @SlideshowOn @EdgeMode(Message, loopbreak)
    [loopbreak] You broke the loop @SlideshowOff @EdgeMode(Normal)
    [ache, aching] You can stop when you edge @LoopAnswer
    @DifferentAnswer You must edge to break the loop
    This concludes the Edge Mode test
    Which in itself is a loop @Goto(Loop)
    @End
So in the first Loop, we used @EdgeMode(Goto, EdgeForGoto)

This means that if the user indicates they are on the edge, the program will jump to the specified line (EdgeForGoto) and continue from there.

In the second Loop, we used @EdgeMode(Video, EdgeForVideo). This means that if the user indicates they are on the edge, then the program will jump to the specified line (EdgeForVideo) and continue from there. However, if the video stops before they indicate being on the edge, then the program will simply go to the next line as normal.

In the third Loop, we used @EdgeMode(Message, loopbreak). When Message mode is active, Tease AI will process being told the user is on the edge as the word or phrase indicated in parentheses instead - in this case "loopbreak". So in the example above, the Multiple Choice branch for [loopbreak] is activated by the user saying they are on the edge.

Once a user says they are on the edge for any of the above modes, the Edge Mode will revert to normal. You can also revert the Edge Mode back to normal with the @EdgeMode(Normal) Command
Added @MultipleEdges() Command -
  • Syntax: @MultipleEdges(Amount, Interval) or @MultipleEdges(Amount, Interval, Chance)
    Special Instructions: Must be used in a line with any @Edge-related Command that makes the user edge (@Edge, @EdgeHold, etc)

    The @MultipleEdges() Command lets you mark any @Edge Command as one that will require multiple edges before the tease will progress as usual. The interval dictates how much rest the user will have between stopping one edge and beginning the next. Think of it like a webtease instruction to edge 10 times with a 5 second break in between, for example. But when using @MultipleEdges() in Tease AI, the domme instructs you through each one without having to keep track of the amount of edges or the time between each one.

    You can also specify what percentage chance an @Edge-related Command will turn into multiple edges. For example:

    Get to the edge @Edge @MultipleEdges(10, 5, 25)

    In this case, there would be a 25 percent chance that the user would have to edge ten times with a 5 second break in between.

    When a user finishes the edges, the final edge will resolve according to the @Edge Command in the line. So for example, if the @Edge Command was @EdgeHold, then the user would be instructed to hold the final edge.

    This Command is also very useful for doing ladder style edges without needing a bunch of variables and loops
Added @CheckFile() Command -
  • Syntax: @CheckFile(FileName, GotoLineIfFileExists)
    @CheckFile(FileName, GotoLineIfFileExists, GotoLineIfFileDoesNotExist)

    For example, @CheckFile(#Var[FavoritePornVideo], Porn File Exists) would jump to the line (Porn File Exists) if the information stored in the Variable FavoritePornVideo is a vaild file location. If it is not a valid file location, then the script would just continue to the next line as normal

    You can also use this example: @CheckFile(#Var[FavoritePornVideo], Porn File Exists, Porn File Does Not Exist) - The script will still jump to the line (Porn File Exists) FavoritePornVideo is a valid location, but in this case it will jump to the line (Porn File Does Not Exist) if it is not
Added @PlayVideo() Command -
  • @PlayVideo() allows you to play a video for the amount of time specified in parentheses.

    For example, @PlayVideo(15) will play a random video for 15 seconds. When the 15 seconds are up, the video will stop and the tease will continue as normal.

    This is especially good to combine with @JumpVideo to create shorter, randomized clips in your tease session
Added Command @JumpVideo -
  • If there is a video currently playing, @JumpVideo will jump to a new point in the video somewhere between 10% and 60% of its run time.

    If @JumpVideo is used in the same line as @PlayVideo, @PlayVideo() or @PlayVideo[], then the video will start at a random position between 10 and 60% instead of the beginning

As always, let me know if you have any issues or questions about anything. Please keep reporting any bugs you find, and I'll try to get them fixed as soon as I can :smile:
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Re: Tease AI Open Beta - Updated to Patch 50

Post by Triple Alfa »

Hey 1885! It's great to have you back with us again. :wave:
Now that you're back I can pick some of my work back up. Assuming I can find the time and inspiration.
Either way, welcome back.
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Re: Tease AI Open Beta - Updated to Patch 50

Post by genome231 »

Hi guys

One question regarding the @Increase(Orgasm/Ruin)Chance + the @Decrease.
Are the changes these make permanent or temporary, like they only effect the current session with TeaseAI?
Hoping for temporary :P

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Thank you for spending time on this awesome project! :-)
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Re: Tease AI Open Beta - Updated to Patch 50

Post by SkyHimeros »

Thank your for the update!
Unfortunately I still get errors when using multiple @RandomText()-Commands in StrokeTaunts. I'm using patch 50.

When I put this into StrokeTaunts_1.txt...
@RandomText(This is, Here we have) a test to @RandomText(see, find out) @RandomText(if Random-Text works, if Random-Text does work) in Stroke Taunts
This line only uses one Random-Text: @RandomText(RT1, RT2, RT3)
...I get this:
Domme Name: This is a test to find out) Random Text works, if Random Text does work) in Stroke Taunts
Domme Name: This line only uses one Random Text: RT1
Using one RandomText per line works fine. When I use more than one, the first one works too, but with every other one, the program shows everything in the brackets including the ")", except for whatever the first word was. So for example "@RandomText(if Random-Text works, if Random-Text does work)" becomes: "Random Text works, if Random Text does work)". Everything except "(if" is shown. And for some reason it erases the "-", but that's not really that big a problem.

Regarding StrokeTaunts I also have a question (doesn't have anything to do with the bug): How does TeaseAI choose from StrokeTaunts_1, StrokeTaunts_2 and StrokeTaunts_3? Are all the taunts thrown into a "pool" and then randomly selected? Or is every file called at a 33% chance. It would be important for me to know, because I want to make the taunts more diverse by using lots of RandomText-, MiniScript, FollowUpXX- and ResponseYes/No-Commands. For now I want to focus on using mostly StrokeTaunts_1 for that. If I only have a couple of taunts in StrokeTaunts_2 and StrokeTaunts_3, could that mean that they get shown disproportionately often?
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Re: Tease AI Open Beta - Updated to Patch 50

Post by genome231 »

Hi guys!

The command list within TEASE-AI 49+50 <-- GREAT JOB!
Just 1 request that I think would increase its useability. Would it be possible to have the commands categorized?
Like [Video commands], [Picture commands], [Edge commands], etc. Hope you get what I mean.

Thanks to everyone putting so much effort and hard work into TEASE-AI :wave: :wave:

Regards
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Tribute to 1885 & those involved with Tease-AI.
Thank you for spending time on this awesome project! :-)
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Re: Tease AI Open Beta - Updated to Patch 50

Post by 1885 »

Triple Alfa wrote:Hey 1885! It's great to have you back with us again. :wave:
Now that you're back I can pick some of my work back up. Assuming I can find the time and inspiration.
Either way, welcome back.
Thanks man, it's good to see you again :-)

If you've got the time and inspiration to do anything, always happy to work with you. I'm going try to catch up with you as soon as I really get a chance, I hope you've been doing good
genome231 wrote:One question regarding the @Increase(Orgasm/Ruin)Chance + the @Decrease.
Are the changes these make permanent or temporary, like they only effect the current session with TeaseAI?
Hoping for temporary :P
They're permanent, but I can try to get you some temp ones in there
SkyHimeros wrote:Using one RandomText per line works fine. When I use more than one, the first one works too, but with every other one, the program shows everything in the brackets including the ")", except for whatever the first word was. So for example "@RandomText(if Random-Text works, if Random-Text does work)" becomes: "Random Text works, if Random Text does work)". Everything except "(if" is shown. And for some reason it erases the "-", but that's not really that big a problem.
I gotcha. A lot of times I just don't think about multiple instances per line when I'm coding Commands, so I always end up having to go back and do this :blush: I'll fix @RandomText() in the patch so you can use more than one per line.
SkyHimeros wrote:Regarding StrokeTaunts I also have a question (doesn't have anything to do with the bug): How does TeaseAI choose from StrokeTaunts_1, StrokeTaunts_2 and StrokeTaunts_3? Are all the taunts thrown into a "pool" and then randomly selected? Or is every file called at a 33% chance. It would be important for me to know, because I want to make the taunts more diverse by using lots of RandomText-, MiniScript, FollowUpXX- and ResponseYes/No-Commands. For now I want to focus on using mostly StrokeTaunts_1 for that. If I only have a couple of taunts in StrokeTaunts_2 and StrokeTaunts_3, could that mean that they get shown disproportionately often?
Okay good news and bad news here, although the good may be exactly what you're looking for.

The way StrokeTaunts works is like this. When the program is getting a new Taunt, first there's a 45% chance that it's a one-line Taunt. If if doesn't hit that 45%, then it moves on to 33% chance of 1 line, 33% chance of 2 line, 33% chance of 3 line. So if you had StrokeTaunts_2 and StrokeTaunts_3 with only a couple of Taunts, you would hit them a disproportionate number of times, yes. That's the bad news.

The good news though, is that the code isn't checking for the files themselves, it's checking for the numbers after "StrokeTaunts_", and puts those numbers in an even pool. So if you take StrokeTaunts_2.txt and StrokeTaunts_3.txt just completely out of the Stroke folder, then the program will still work fine, it will just call StrokeTaunts_1 100% of the time. So if that's what you are actually looking to do, that's the way to go. (For what it's worth, you could write out as many StrokeTaunts_ files as you wanted (_4.txt, _5.txt, etc) as long as each of them contined Taunts that were 4 lines a piece, 5 lines a piece, etc. I just never saw the need to go above _3.)
genome231 wrote:The command list within TEASE-AI 49+50 <-- GREAT JOB!
Just 1 request that I think would increase its useability. Would it be possible to have the commands categorized?
Like [Video commands], [Picture commands], [Edge commands], etc. Hope you get what I mean.
I think I'm just about good to go with getting the new github set up, so if anybody wanted to tackle a better Command Guide, I'll help them any way I can. I'm actually going through a list of all the Commands now for Stefaf's work with the Auditing Scripts feature, so up to date information will be available.

I'd love to have a more organized system in place for the Command Guide, but it's not something I can prioritize with my own workload at the moment. I'll be doing good just to get it updated, which is definitely something I don't need to slack on :look:
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Re: Tease AI Open Beta - Updated to Patch 50

Post by SkyHimeros »

Awesome, thank you very much!
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Re: Tease AI Open Beta - Updated to Patch 50

Post by zMog »

Hey there :)

So I've had a bug with my tease ai. Whenever some other girl joins the chat (the glitter girls), their pictures dont load. It just continues the picture sets from domme..

I've no idea what I've done wrong.
(including screenshot from the app setting page



(edit: Scripts i'm using: SpicyTeaseBeta101, Wicked Tease, House of Tease)
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Re: Tease AI Open Beta - Updated to Patch 50

Post by b912va »

I found a bug with the recent change to @ShowImage in patch 50. It seems like it's not searching for images in the images folder anymore. When a script I was using got to one, the program threw some IO exception and crashed. It was able to find the images when I moved them into the root folder.

I don't know if this is new or not, but I also found that if a script tries to use blog images (I think) when disconnected from the internet, the program will just outright crash.
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Re: Tease AI Open Beta - Updated to Patch 50

Post by avatarbr »

zMog wrote:Hey there :)

So I've had a bug with my tease ai. Whenever some other girl joins the chat (the glitter girls), their pictures dont load. It just continues the picture sets from domme..

I've no idea what I've done wrong.
(including screenshot from the app setting page



(edit: Scripts i'm using: SpicyTeaseBeta101, Wicked Tease, House of Tease)
Did you created sub folders in the Glitter folder (like the Domme folder)?

Need to be like this:

In TeaseAi settings:
/images/girls/Vera

In the folders:
/images/girls/Vera/ Folder 1/PICTURES.jpg
/images/girls/Vera/ Folder 2/MOREPICTURES.jpg

you can use just 1 subfolder, with all images inside, but need to be in a level below the folder in the Settings.
b912va wrote:I found a bug with the recent change to @ShowImage in patch 50. It seems like it's not searching for images in the images folder anymore. When a script I was using got to one, the program threw some IO exception and crashed. It was able to find the images when I moved them into the root folder.
I
Happens in Patch 49 too.

Funny, crash with this: @ShowImage[av_imagens/04.jpg]
But not with this: @ShowImage[av_imagens\01\*.jpg]


EDIT: woooow...just after past the code here I saw. Crash with "/", but works with "\".

EDIT2: Just tested, Audio and video works with "\"or "/", images just with "\"

EDIT3: Found a small bug in @MultipleEdges command. The metronome dont stop between edges.
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