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 54.4

Post by Stefaf »

avatarbr wrote:I need this :-|
Me too. :wave:
That's the reason why i'm working on this. But it works now different since i gave you the last peek. It takes the validation stuff from the documentation now. You have to declare a human readable syntax-patterns for each command and each variation of it, which is translated into regex patterns to validate and extract data from a command. As long this isn't done, the tool is useless, because every missing or wrong syntax-value is detected as error.
This may sound inconvenient, but it enables the possibility to change validation behavior on runtime, without a compiler.
avatarbr wrote:I was thinking in create a very simple TeaseAI Guide to help people who want to create simple scripts or just colaborate with some vocabulary/response files. Like just something explaining what is a Module and what need to have there, how to put a vocabulary file, etc.
:closedeyes: Now you come, after I know what a module is.
If i could get my hands on something like that, i would implement it in the documentation. I'll add the Help corner to the documentation too, but it's a little to unstructured and wordy. I haven't read it till the end myself... I always stop reading when i get bored. :-D
I'm more the kinda guy who wants a quick overview and when i need further information's about something, i want this information and not all information's, without any possibility to filter. Probably you'll laugh, considering the fact i've rewritten thousands of lines in the base code, but it scared the crap outta me... All this compact information... I read one chapter and forget about the last, while understanding only half of it, at the time i read it.
And maybe this is the reason why there is no content...
malaru wrote: Maybe it would be nice to have some kind of overview... but I honestly don't know how to get that in a way, that makes it convenient to use.
I'm open to suggestions.
Things i could imagine:
  • a subforum, where develpers are mods. -> this way we could update content of such posts/threads without asking mods. And it's a bit akward to do ask for something like that, when the post creator is unavailable. Everyone creating such posts or threads has to keep in mind, that it's unspoken open for editing.
  • a Github Wiki -> Havent used it, but i think it's the technically easiest solution.
Both of em consider the fact, a person leaves the project, without loosing the ability to update content.
The first solution leaves relationship between tease-AI and milovana untouched (or tightens it even more, since information is as up-to-date as possible) while the 2nd one weakens it heavily.
That's the reason, why my personal favorite is the first solution. But for this the admins have to agree with it.
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Re: Tease AI Open Beta - Updated to Patch 54.4

Post by avatarbr »

Well, I have a request if its simple to implement:

the command @Timeout require a "target" after the time ends EX: @Timeout(10, AV_Jump53).

Would help a lot to make more interactive if @Timeout could wotk just with the time and junping the answer after the time ends, something like that:

Code: Select all

This is a question @Timeout(10)
[yes] yes @DomeMoodUp
[no] Ok @DomeMoodDown
@AcceptAnswer Yes or no #SubName?
This line appears after 10 seconds withous a answer
and the script keep going without a mood change.
I want to put something like that in every question, but the work to create this "jumps" is prohibitive (I need to create numbers to avoid conflict when I have 2 or more in the same script), and I dont want to force the user to answer every question, but give a option to get a nice personal response if he do.

It's just idea, in case this is easy to change, not a big deal.
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Re: Tease AI Open Beta - Updated to Patch 54.4

Post by genome231 »

avatarbr wrote:Well, I have a request if its simple to implement:

the command @Timeout require a "target" after the time ends EX: @Timeout(10, AV_Jump53).

Would help a lot to make more interactive if @Timeout could wotk just with the time and junping the answer after the time ends, something like that:

Code: Select all

This is a question @Timeout(10)
[yes] yes @DomeMoodUp
[no] Ok @DomeMoodDown
@AcceptAnswer Yes or no #SubName?
This line appears after 10 seconds withous a answer
and the script keep going without a mood change.
I want to put something like that in every question, but the work to create this "jumps" is prohibitive (I need to create numbers to avoid conflict when I have 2 or more in the same script), and I dont want to force the user to answer every question, but give a option to get a nice personal response if he do.

It's just idea, in case this is easy to change, not a big deal.
Hi avatar.
What about making @Goto's after yes/No responses?
I can see why the other is easier but would be a temporary fix

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 Open Beta - Updated to Patch 54.4

Post by Stefaf »

avatarbr wrote:Well, I have a request if its simple to implement:

the command @Timeout require a "target" after the time ends EX: @Timeout(10, AV_Jump53).

Would help a lot to make more interactive if @Timeout could wotk just with the time and junping the answer after the time ends, something like that:

Code: Select all

This is a question @Timeout(10)
[yes] yes @DomeMoodUp
[no] Ok @DomeMoodDown
@AcceptAnswer Yes or no #SubName?
This line appears after 10 seconds withous a answer
and the script keep going without a mood change.
I want to put something like that in every question, but the work to create this "jumps" is prohibitive (I need to create numbers to avoid conflict when I have 2 or more in the same script), and I dont want to force the user to answer every question, but give a option to get a nice personal response if he do.

It's just idea, in case this is easy to change, not a big deal.
Technically it is simple to implement.
But it sounds kinda odd: You're asked a question and if the person doesn't get an answer he/her is asking another one, without hesitating or commenting?
You thought about writing a small Scripting Guide, you mentioned. Write us a short guide, how multiple choice branches work (please don't send as an PM, since i can't access any of em anymore.). @DifferentAnswer, @AcceptAnser, @LoopAnswer and what else is relevant for it. After looking into the source code i'm not entirely sure how it works and i can implement it in an offline guide. I'm currently too lazy to check every variation of it, while looking into the code and checking all variables on every cycle. (Tease-AI cycles often multiple dozens of times useless through codeparts and nothing relevant happens.) ;-)
I'm thinking about an approach with @LoopAnswer. When @LoopAnswer is present, it loops it on @TimeOut(<number>), otherwise it skips the multiple choice block.

What do you think?
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Re: Tease AI Open Beta - Updated to Patch 54.4

Post by avatarbr »

Stefaf wrote:
I want to put something like that in every question, but the work to create this "jumps" is prohibitive (I need to create numbers to avoid conflict when I have 2 or more in the same script), and I dont want to force the user to answer every question, but give a option to get a nice personal response if he do.

It's just idea, in case this is easy to change, not a big deal.
Technically it is simple to implement.
But it sounds kinda odd: You're asked a question and if the person doesn't get an answer he/her is asking another one, without hesitating or commenting?
You thought about writing a small Scripting Guide, you mentioned. Write us a short guide, how multiple choice branches work (please don't send as an PM, since i can't access any of em anymore.). @DifferentAnswer, @AcceptAnser, @LoopAnswer and what else is relevant for it. After looking into the source code i'm not entirely sure how it works and i can implement it in an offline guide. I'm currently too lazy to check every variation of it, while looking into the code and checking all variables on every cycle. (Tease-AI cycles often multiple dozens of times useless through codeparts and nothing relevant happens.) ;-)
I'm thinking about an approach with @LoopAnswer.

What do you think?
LOL, I just noticed I put the wrong one in the example. Should be @DifferentAnswer to make sense.

So, the correct is (with a real example):

Code: Select all

Do you think you can handle? @Timeout(10)
[yes] Good @DomeMoodUp
[no] That's bad @DomeMoodDown
@DifferentAnswer Yes or no #SubName?
Because you will try anyway
blabla
@End.
So, you can have 3 outputs for this:
1-@DomeMoodUp
Do you think you can handle?
Yes Mistress
Good
Because you will try anyway

2- @DomeMoodDown
Do you think you can handle?
No Mistress
That's bad
Because you will try anyway

3- No Mood Change
Do you think you can handle?
Because you will try anyway


I dont have TeaseAI on this PC, but what I remember is:
@DifferentAnswer TeaseAI expect you to answer 1 of the options and will not continue without that.
@AcceptAnwser TeaseAI accept any answer and will continue after that.
@LoopAnswer I dont remember exactly, but I think you put this in a answer option to make TeaseAI ask again the same thing (or wait for another question) I think I never used that one. I will check 1885 explanation on this on (I am sure TeaseAI has a very good example on the script guide part)
@Timeout will wait a specific time for a answer, and jump to a line if the user did not typed anything. You need to specific time and line on the command. ( @Timeout(10, AV_Jump53).)
Stefaf wrote: When @LoopAnswer is present, it loops it on @TimeOut(<number>), otherwise it skips the multiple choice block.
I dont understand how this works :blush:
genome231 wrote:Hi avatar.
What about making @Goto's after yes/No responses?
I can see why the other is easier but would be a temporary fix
So, my request was because I am to lazy to put that in every question. :lol: I want to create a simple thing to make what you type in the chat relevant.
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Re: Tease AI Open Beta - Updated to Patch 54.4

Post by sexybastardo »

avatarbr wrote:So, my request was because I am to lazy to put that in every question. :lol: I want to create a simple thing to make what you type in the chat relevant.
You could use the MinisScripts or a CallReturn with just a question script... I use it often for repeating and non-important questions and I put a lot of possible answers in it. it works fine so far ...

Here is a code example, maybe you could use it in a different way with a lot of more options for the answer. (The main script will check if (QUESTION_BREAK) is set, do sth and deleting it).

Code: Select all

@NullResponse @If[#DomMood]<[#DomMoodMin]Then(Hard)
@NullResponse @If[#DomMood]>[#DomMoodMax]Then(Easy)
@NullResponse @Goto(Medium)
@EndTease

(Easy)
@SetVar[SM_TEMP_AREYOUREADYTIME]=[210]
@NullResponse @Goto(Question)
@EndTease

(Medium)
@SetVar[SM_TEMP_AREYOUREADYTIME]=[150]
@NullResponse @Goto(Question)
@EndTease

(Hard)
@SetVar[SM_TEMP_AREYOUREADYTIME]=[90]
@NullResponse @Goto(Question)
@EndTease

(Question)
#TellMeWhenYouAreReady @FollowUp15(#HurryUp) @Timeout(#Var[SM_TEMP_AREYOUREADYTIME], TakesTooLong)
[yes] #Finally
[ready,done,now] #Finally
@DifferentAnswer #YesOrNo
@End

(TakesTooLong)
#ComeBack @PlayAudio[Audio\Signals\Punishment.mp3]
#ThatTakesTooLong
@NullResponse @ChangeVar[SM_DOMMEMOOD]=[SM_DOMMEMOOD]-[1] @MoodDown
@NullResponse @TempFlag(QUESTION_BREAK)
@End

@EndTease
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Re: Tease AI Open Beta - Updated to Patch 54.4

Post by avatarbr »

sexybastardo wrote:
You could use the MinisScripts or a CallReturn with just a question script... I use it often for repeating and non-important questions and I put a lot of possible answers in it. it works fine so far ...

Here is a code example, maybe you could use it in a different way with a lot of more options for the answer. (The main script will check if (QUESTION_BREAK) is set, do sth and deleting it).
Thanks for the idea...it's interesting. But, let me put my problem in nubers :

- HoT has now, 176 modules (in 44 files).

- Let's say each module has 3 questions where I want to put a option for the user answer or not.

- That is +500 edits to make. And I need to create +500 lines names to skip the question if the user dont respond @Timeout(10, Something).

I dont know, I just noticed a lot of TeaseAI Scripts are as passive as webteases/TeaseME teases, where the user just read what is on the screen and follow instructions . 90% of the time, what you type in the chat dont change anything. On the ther hand, forcing the user to always answer a question on the chat can be boring.

The auto timeout jump can help a lot to make things a little more real. I can hide a [holly shit] on a intense part of the script to make a surprise response from the Domme and other things.

EDIT: Just found out @ResponseYes() and @ResponseNo() can resolve the problem. I think you can put both in the same line, right? So, I just need to create a response file for that questions.
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Re: Tease AI Open Beta - Updated to Patch 54.4

Post by genome231 »

Is there any (important) commands that doesn't work in links?
I know miniscripts work.

Best regards
Genome
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Re: Tease AI Open Beta - Updated to Patch 54.4

Post by sexybastardo »

avatarbr wrote: EDIT: Just found out @ResponseYes() and @ResponseNo() can resolve the problem. I think you can put both in the same line, right? So, I just need to create a response file for that questions.
Yeah, that can also be very helpfull. And maybe it's a good idea to use the response files a little bit more ... because then you can give the chat more variations.
But to be honest, TeaseAI isn't made for a LOT of interaction, but it's ok. She is in control, haha ... :D

Btw:
Is there any way to get sth like this

Code: Select all

@SetVar[EXAMPLE]=#Var[SYS_EdgeTotal]
or

Code: Select all

@SetVar[EXAMPLE]=[SYS_EdgeTotal]
to work?

It says always that it's a string ... i would like to use it as an int ...

EDIT:
Ok, I got it to work with this:

Code: Select all

@SetVar[EXAMPLE]=[1]
@ChangeVar[EXAMPLE]=[SYS_EdgeTotal]*[EXAMPLE]
Wtf? :D
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Re: Tease AI Open Beta - Updated to Patch 54.4

Post by avatarbr »

genome231 wrote:Is there any (important) commands that doesn't work in links?
I know miniscripts work.

Best regards
Genome
I think all commands works on Links. The only command I saw with problems are the @StartStroking and @StopStoking on the wrong place.

sexybastardo wrote: She is in control, haha ... :D
You're lucky to think so. To me (and I think to Genome), is like "Why you dont did this? I wrote that way, not like that, damn it" and "Yes, you will do that because I know what is the next line". :whistle:

sexybastardo wrote: Btw:
Is there any way to get sth like this

Code: Select all

@SetVar[EXAMPLE]=#Var[SYS_EdgeTotal]
or

Code: Select all

@SetVar[EXAMPLE]=[SYS_EdgeTotal]
to work?

It says always that it's a string ... i would like to use it as an int ...

EDIT:
Ok, I got it to work with this:

Code: Select all

@SetVar[EXAMPLE]=[1]
@ChangeVar[EXAMPLE]=[SYS_EdgeTotal]*[EXAMPLE]
Wtf? :D
I think this should work:

Code: Select all

@SetVar[EXAMPLE]=[#SessionEdges]
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Re: Tease AI Open Beta - Updated to Patch 54.4

Post by sexybastardo »

avatarbr wrote:
sexybastardo wrote: Btw:
Is there any way to get sth like this

Code: Select all

@SetVar[EXAMPLE]=#Var[SYS_EdgeTotal]
or

Code: Select all

@SetVar[EXAMPLE]=[SYS_EdgeTotal]
to work?

It says always that it's a string ... i would like to use it as an int ...

EDIT:
Ok, I got it to work with this:

Code: Select all

@SetVar[EXAMPLE]=[1]
@ChangeVar[EXAMPLE]=[SYS_EdgeTotal]*[EXAMPLE]
Wtf? :D
I think this should work:

Code: Select all

@SetVar[EXAMPLE]=[#SessionEdges]
Yeah, thanks :D
But I'll use the lines above, just because I need the Edges in total.
My personality is collecting experience points ... and the total amount of edges are counting for sth.
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Re: Tease AI Open Beta - Updated to Patch 54.4

Post by avatarbr »

sexybastardo wrote:
Yeah, thanks :D
But I'll use the lines above, just because I need the Edges in total.
My personality is collecting experience points ... and the total amount of edges are counting for sth.
You say between session? interesting

You can use this in the end of the session to keep track too:

Code: Select all

@SetVar[TotalEdges]=[TotalEdges]+[#SessionEdges]
And the variable [TotalEdges] will always have the total number of edges.
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Re: Tease AI Open Beta - Updated to Patch 54.4

Post by genome231 »

Whaaaat?
How come I didn't know this existed...
Shit this would have saved me some trouble..
12314525.jpg
12314525.jpg (86.07 KiB) Viewed 2758 times
Can anyone explain the methods working for strings.
I know the "=". Meaning that the strings has to be exactly equal to.
The "<>" I'm guessing means completely different from, is this correct?

Best regards
Genome

Edit:
Stefaf did you receive my latest message?
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Re: Tease AI Open Beta - Updated to Patch 54.4

Post by malaru »

Depending on what you understand as "completely" different.
<> returns "True" when the string do not match exactly.
So it is the opposite of "="

However... there is one risk here:
In the second brackets, you can either put a string or a variable. And you have no way of marking which is which.

For clarification:

Code: Select all

 
@SetVar[e1]=[hello]	// This sets e1 to "hallo"
@SetVar[e2]=[hello]	// This sets e2 to "hallo"
@Variable[e1]=[hello] YourTextHere	// This line is entered because the string stored in e1 matches the string "hello"
@Variable[e1]=[e2] YourTextHere	// This line is entered because the string stored in e1 matches the string stored in e2
@SetVar[hello]=[oops]	// This creates a new variable named "hello", containing the string "oops"
@Variable[e1]=[hello] YourTextHere	// This line is NOT entered, because the string stored in e1 does NOT match the string stored in "hello"
@Variable[e1]<>[hello] YourTextHere	// This line is entered because the string stored in e1 matches the string stored in hello
 
I hope this prevents you some trouble... Just figured it out myself. :-D

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Re: Tease AI Open Beta - Updated to Patch 54.4

Post by sexybastardo »

genome231 wrote: Edit:
Stefaf did you receive my latest message?
Stefaf's messages are broken ... he can't read messages currently, as he told somewhere here before.
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