Something like this should work:
- Spoiler: show
Moderator: 1885
Do you want to change the edges in the end or the tokens to play?mslave1969 wrote: ↑Sat Apr 11, 2020 4:36 pm I was wondering if anyone has thought about converting or creating risky pick to days in Chastity instead of money. It's something I've thought about for a while, but have no idea how to do it!
@SetDate(YourDateVariableName, #Random(60, 85) seconds)
Simply set it anew:
- (How) can I change a date?
I didn't even knew there is a @ChangeDate command, i guess it's not really needed.
- (How) can I set a date that is e.g. 15 minutes before or after a certain date? (which is the same as changing, I know: @ChangeDate[date2]=[date1]-[15 minutes])
These commands I've found:
- (How) can I print the system date? (e.g. so that the domme can say "Today is the 15th September")
I think those commands above could simply used as variables
- (How) can I access the system date (e.g. so that the domme would know when it's the first of the month; ideally the values would be accessible as variables, so that you could use them, e.g. to calculate or print them ("It's the #DayOfMonth of the month, that means #DayOfMonth days of chastity" + @SetVar[days]=[#DayOfMonth]; I remember seeing "@DayOfMonth" and similar, but don't remember their exact function)
@SetDate(marCockcageHours,#Var[marCCHours] hours)
- (How) can you use variables when setting a date? (e.g. so that you could have a mechanism that determines the number of days in chastity and then sets a date that is 5 days from then; maybe @SetDate(#var) works, I didn't check; this would of course allow random dates)
Well, the #DateDifference (not @DateDifference) could be used like this:
- What commands are there in relation to dates?
- @SetDate
- @CheckDate
- @DateDifference (command filter)
Thanks!
What I mean is the ability to change the value of a date variable, so that the new value is based on the current value of the date variable (and not of the current date, which it would be when setting the date anew).
Thanks!markus wrote: ↑Fri Aug 28, 2020 7:09 pm (How) can you use variables when setting a date? (e.g. so that you could have a mechanism that determines the number of days in chastity and then sets a date that is 5 days from then; maybe @SetDate(#var) works, I didn't check; this would of course allow random dates)
@SetDate(marCockcageHours,#Var[marCCHours] hours)
#DateDifference, right, sorry about that!markus wrote: ↑Fri Aug 28, 2020 7:09 pm Well, the #DateDifference (not @DateDifference) could be used like this:
@Variable[#DateDifference(mar_LastOrg,hours)]<[28] @NullResponse @Goto(backNextDay)
So, let's say you want to lock up someone for 2 hours, you would use:
@SetDate(marCockcageHours, 2 hours)
Then you can check if right now has reached that set date
@CheckDate(marCockcageHours,PossibleToUnlock)
... If 2 hours are over, it would jump to (PossibleToUnlock)
Thank you!
Can be done already, all it takes is a little bit math:fusiontermite wrote: ↑Mon Sep 28, 2020 6:39 pm What I mean is the ability to change the value of a date variable, so that the new value is based on the current value of the date variable (and not of the current date, which it would be when setting the date anew).
For example, the domme can put the sub in chastity for a certain period of time (random date). When the asks to be unlocked and the date variable is not reached (@CheckDate), the domme would add a couple of hours, i.e. change the value of the date variable. Setting the value anew, wouldn't help here. That's why I wrote, that what would be needed here is something like @ChangeDate[unlockdate]=[unlockdate]+[#Random(2,10) hours] (which to my knowledge doesn't exist). Btw, it's the time with variables: @SetVar for setting the value anew and @ChangeVar for setting the value of the variable based on the existing value of the same or other variable(s).
Code: Select all
Testing dates...
@NullResponse @SetDate(fusionTest01, 6 hours)
#Var[fusionTest01]
Do you ask me to get unlocked?
[yes] Let's see ... @Goto(SubHasAsked)
[no] ok...
@DifferentAnswer Yes or no?
@End
(SubHasAsked)
@NullResponse @CheckDate(fusionTest01)
@NullResponse @SetVar[tempMinutes]=[#DateDifference(fusionTest01,minutes)]
#Var[tempMinutes]
Now you have negative minutes, turn them to a possitive value:
@NullResponse @ChangeVar[posMinutes]=[tempMinutes]*[2]
@NullResponse @ChangeVar[tempMinutes]=[tempMinutes]-[posMinutes]
#Var[tempMinutes] And this is the positive value
@NullResponse @ChangeVar[tempMinutes]=[tempMinutes]+[#Random(60,240)]
#Var[tempMinutes]
@NullResponse @SetDate(fusionTest01, #Var[tempMinutes] minutes)
@NullResponse @DeleteVar[tempMinutes]
@NullResponse @DeleteVar[posMinutes]
#Var[fusionTest01]
@End
(fusionTest01)
Ok, unlock...
@End
You're right, it can be done. But the amount of work is immense. Just having @ChangeDate[unlockdate]=[unlockdate]+[#Random(2,10) hours] would make things a lot easier (and that is key, because when things are too complicated, people don't use it...).
I think the idea was really to create that loop format. If you know some od the 1885's webtease, you will recognize the pattern.fusiontermite wrote: ↑Fri Jan 01, 2021 9:07 pm One of the main restrictions of TAI (and one I really don't understand) is that the start script has to include @StartStroking and the link as well it seems (I tried it with an almost empty link file and it always kept calling the link file until I added the @StartStroking command). @StartStroking should just be a command that plays a metronome and displays taunt lines which CAN be used in EVERY TYPE OF SCRIPT (including modules, called scripts, etc.) but NEVER NEEDS to be used. I really don't see why TAI forces you to have a stroking part after each module. The script writer should be able to decide when and if the sub gets to stroke, so that there could also be a no-stroking session.
That could be an explanation. But having the mod-link-mod-link loop cycle wouldn't require to start stroking in between
If I understand correctly, that means that I can just have 1 link file with "@NullResponse @RapidCodeOn @RandomModule" (never seen this command, only @CallRandom (don't use that one either)), which would then call the 1 mod file, thus in effect skipping the link file? Would be great if that's possible, will try it.
Yeah, I like that one
Yes, if you want to call the same file every time, you can just use the @Call() command, otherside you can use:fusiontermite wrote: ↑Sat Jan 02, 2021 2:46 am
If I understand correctly, that means that I can just have 1 link file with "@NullResponse @RapidCodeOn @RandomModule" (never seen this command, only @CallRandom (don't use that one either)), which would then call the 1 mod file, thus in effect skipping the link file? Would be great if that's possible, will try it.
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