Masturbatrix - Tease-AI Awakening - V1.21 25/04/2024 [NEW VERSION]

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Rar1197
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Re: Masturbatrix - Tease-AI Awakening - V1.13B 22/04/2023

Post by Rar1197 »

Apologies for the endless posts , but another minor issue :

The Edge count in Session_Classic_Stroking.txt appears to be double what it should be. The relevant code is various variants on :

Code: Select all

#Edge @EdgeHold #Slide @ChangeVar[Edge]=[Edge]+[+1]
I think the issue is that all the entries in #Edge.txt also increase the edge counter , meaning you get two added each time.

I'm fixing up the errors I found locally as I go , so I'm in no desperate rush for official fixes.
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Re: Masturbatrix - Tease-AI Awakening - V1.13B 22/04/2023

Post by Rar1197 »

A few more minor bugs :

In WUO2.txt, when you are supposed to do X slow strokes, it just continues after a few seconds.

I suspect that this code :

Code: Select all

(Continue02)
@NullResponse #Slide @Wait(5)
@MetroIsRunning @NullResponse @Goto(End_Insert_SlowStroking)
Should be like this instead

Code: Select all

(Continue02)
@NullResponse #Slide @Wait(5)
@MetroIsRunning @NullResponse @Goto(Continue02)
In Stroking.txt if you select 'deal 2' (the lashes) it can continue without doing any lashes.
It looks like the issue is that it needs to initialise Count to 0 at the start , otherwise it may think you have already done enough if Count was previously being used by a different script.

So maybe something like this :

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(Deal2)
I need you to fetch a wooden spoon, cane or similar instrument #DT @Wait(15)
Do you have the instrument? #DT
[yes,ready] #Good #DT
@DifferentAnswer Say yes, when you do.. #DT #MeritsDown
I guess you can figure out what comes next #Grin #DT
@RT(Get ready,Bare your bottom,Get your ass ready,Pull down your pants and get ready,Get ready to redden that ass) #DT @Wait(5)
@SetVar[Count]=[0]
(StrikeBase)
@Variable[Count]>=[Deal_02_Strokes] @NullResponse @Goto(End)
@NullResponse @SetVar[Temp]=[Deal_02_Strokes]
@NullResponse @ChangeVar[Temp]=[Temp]-[Count]
@Variable[#Random(1,100)]>=[15] @RT(You still have,#SlaveName just,Well just) #Var[Temp] @RT(lashes,strikes) @RT(to go) #DT
@NullResponse @Wait(#Random(5,10))
@NullResponse @Goto(Strike_10Fast,Strike_Count10)
In #Game_Model_1.txt the files for D:\XXX\Tease_AI_Mast\Images\GNMImages\Games\M\01_AbigailRatchford\M1_Parts don't match with the ones in the image folders.
That is to say the filenames in the file end with 1a,1b,2a,2b,3a,3b,4a,4b,5a,5b but the actual files end with 1a,1b,1c,1d,1e,2a,2b,2c,2d,2e. I suspect the files are wrong in this case , but it is probably simpler to change the .txt file to match the actual files.

So this :

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@NotFlag(True) @Flag(M1) @ShowImage[GNMImages\Games\M\01_AbigailRatchford\M1_Parts\M1_1b.*] @TempFlag(GModel_M1a) @TempFlag(True) @DeleteFlag(M1)
@Flag(GModel_M1a) @ShowImage[GNMImages\Games\M\01_AbigailRatchford\M1_Parts\M1_1a.*] @DeleteFlag(GModel_M1a) @DeleteFlag(True)
@NotFlag(True @Flag(M1)) @ShowImage[GNMImages\Games\M\01_AbigailRatchford\M1_Parts\M1_2b.*] @TempFlag(GModel_M1b) @TempFlag(True) @DeleteFlag(M1)
@Flag(GModel_M1b) @ShowImage[GNMImages\Games\M\01_AbigailRatchford\M1_Parts\M1_2a.*] @DeleteFlag(GModel_M1b) @DeleteFlag(True)
@NotFlag(True) @Flag(M1) @ShowImage[GNMImages\Games\M\01_AbigailRatchford\M1_Parts\M1_3b.*] @TempFlag(GModel_M1c) @TempFlag(True) @DeleteFlag(M1)
@Flag(GModel_M1c) @ShowImage[GNMImages\Games\M\01_AbigailRatchford\M1_Parts\M1_3a.*] @DeleteFlag(GModel_M1c) @DeleteFlag(True)
@NotFlag(True) @Flag(M1) @ShowImage[GNMImages\Games\M\01_AbigailRatchford\M1_Parts\M1_4b.*] @TempFlag(GModel_M1d) @TempFlag(True) @DeleteFlag(M1)
@Flag(GModel_M1d) @ShowImage[GNMImages\Games\M\01_AbigailRatchford\M1_Parts\M1_4a.*] @DeleteFlag(GModel_M1d) @DeleteFlag(True)
@NotFlag(True) @Flag(M1) @ShowImage[GNMImages\Games\M\01_AbigailRatchford\M1_Parts\M1_5b.*] @TempFlag(GModel_M1e) @TempFlag(True) @DeleteFlag(M1)
@Flag(GModel_M1e) @ShowImage[GNMImages\Games\M\01_AbigailRatchford\M1_Parts\M1_5a.*] @DeleteFlag(GModel_M1e) @DeleteFlag(True) 
Should possibly be changed to this :

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@NotFlag(True) @Flag(M1) @ShowImage[GNMImages\Games\M\01_AbigailRatchford\M1_Parts\M1_1b.*] @TempFlag(GModel_M1a) @TempFlag(True) @DeleteFlag(M1)
@Flag(GModel_M1a) @ShowImage[GNMImages\Games\M\01_AbigailRatchford\M1_Parts\M1_1a.*] @DeleteFlag(GModel_M1a) @DeleteFlag(True)
@NotFlag(True @Flag(M1)) @ShowImage[GNMImages\Games\M\01_AbigailRatchford\M1_Parts\M1_2b.*] @TempFlag(GModel_M1b) @TempFlag(True) @DeleteFlag(M1)
@Flag(GModel_M1b) @ShowImage[GNMImages\Games\M\01_AbigailRatchford\M1_Parts\M1_2a.*] @DeleteFlag(GModel_M1b) @DeleteFlag(True)
@NotFlag(True) @Flag(M1) @ShowImage[GNMImages\Games\M\01_AbigailRatchford\M1_Parts\M1_2c.*] @TempFlag(GModel_M1c) @TempFlag(True) @DeleteFlag(M1)
@Flag(GModel_M1c) @ShowImage[GNMImages\Games\M\01_AbigailRatchford\M1_Parts\M1_1c.*] @DeleteFlag(GModel_M1c) @DeleteFlag(True)
@NotFlag(True) @Flag(M1) @ShowImage[GNMImages\Games\M\01_AbigailRatchford\M1_Parts\M1_2d.*] @TempFlag(GModel_M1d) @TempFlag(True) @DeleteFlag(M1)
@Flag(GModel_M1d) @ShowImage[GNMImages\Games\M\01_AbigailRatchford\M1_Parts\M1_2d.*] @DeleteFlag(GModel_M1d) @DeleteFlag(True)
@NotFlag(True) @Flag(M1) @ShowImage[GNMImages\Games\M\01_AbigailRatchford\M1_Parts\M1_2e.*] @TempFlag(GModel_M1e) @TempFlag(True) @DeleteFlag(M1)
@Flag(GModel_M1e) @ShowImage[GNMImages\Games\M\01_AbigailRatchford\M1_Parts\M1_1e.*] @DeleteFlag(GModel_M1e) @DeleteFlag(True) 

Also in that file one of the entries for Valerie Cossette is wrong. It is using the M1_Parts directory instead of M15_Parts.
So this :

Code: Select all

@NotFlag(True) @Flag(M1) @ShowImage[GNMImages\Games\M\15_ValerieCossette\M1_Parts\M1_1b.*] @TempFlag(GModel_M1a) @TempFlag(True) @DeleteFlag(M1)
Should be this :
[code@NotFlag(True) @Flag(M15) @ShowImage[GNMImages\Games\M\15_ValerieCossette\M15_Parts\M15_1b.*] @TempFlag(GModel_M15a) @TempFlag(True) @DeleteFlag(M15)[/code]
Last edited by Rar1197 on Fri Sep 08, 2023 11:45 am, edited 1 time in total.
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Re: Masturbatrix - Tease-AI Awakening - V1.13B 22/04/2023

Post by Rar1197 »

A couple more minor issues.

In Toys_On_Generic.txt the ToyFrequency test appears to be inverted. It is currently :

Code: Select all

@Variable[ToyFrequency]>=[#Random(1,100)] @NullResponse @Goto(End)
But should probably be :

Code: Select all

@Variable[ToyFrequency]<=[#Random(1,100)] @NullResponse @Goto(End)
In 003.txt you get a junk random number report if you choose to 'improve your odds'. Locally I've fixed this by changing some goto statements to go to End3 instead of End2.

From :

Code: Select all

(ImproveOdds)
@NullResponse @ChangeVar[Recipe_Target]=[Recipe_Target]-[1]
@Variable[Recipe_Target]<[2] @NullResponse @SetVar[Recipe_Target]=[2]
@Variable[Recipe_Target]>[10] @NullResponse @Goto(ImproveOdds2)
@NullResponse @Goto(End2)
(ImproveOdds2)
@Variable[Merits]>[700] @NullResponse @ChangeVar[Recipe_Target]=[Recipe_Target]-[1]
@NullResponse @Goto(End2)

(End2)
@RT(#Var[Temp] .. Too bad,Aww it is #Var[Temp],Bad luck it is #Var[Temp],Better luck next time it is #Var[Temp]) #DT
@Variable[SessionPrice]>[Gold] @NullResponse @Goto(EndSession)
To :

Code: Select all

(ImproveOdds)
@NullResponse @ChangeVar[Recipe_Target]=[Recipe_Target]-[1]
@Variable[Recipe_Target]<[2] @NullResponse @SetVar[Recipe_Target]=[2]
@Variable[Recipe_Target]>[10] @NullResponse @Goto(ImproveOdds2)
@NullResponse @Goto(End3)
(ImproveOdds2)
@Variable[Merits]>[700] @NullResponse @ChangeVar[Recipe_Target]=[Recipe_Target]-[1]
@NullResponse @Goto(End3)

(End2)
@RT(#Var[Temp] .. Too bad,Aww it is #Var[Temp],Bad luck it is #Var[Temp],Better luck next time it is #Var[Temp]) #DT
(End3)
@Variable[SessionPrice]>[Gold] @NullResponse @Goto(EndSession)
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Re: Masturbatrix - Tease-AI Awakening - V1.13B 22/04/2023

Post by Rar1197 »

A few errors with the Snake Hero game...

Currently the logic for counting the stops used is wrong , since SnakeHeroStop at 3, and is increased by 1 every time you use it.

I think the fixes required are :
In 004.txt

Code: Select all

@NullResponse @SetVar[SnakeHeroStop]=[3]
should be

Code: Select all

@NullResponse @SetVar[SnakeHeroStop]=[0]
In SnakeHero.txt

Code: Select all

@Variable[SnakeHeroStop]<=[3] If you want to stop, type "stop" #DT @CustomMode(stop,Goto,Stopped)
should be

Code: Select all

@Variable[SnakeHeroStop]<[3] If you want to stop, type "stop" #DT @CustomMode(stop,Goto,Stopped)

The complete X strokes missions are currently impossible because the game checks the wrong flag.
In SnakeHero.txt

Code: Select all

@Flag(SnakeMissionSquare) @Variable[SnakeStrokesMission]<=[SnakeStrokes] You have survived more than #Var[SnakeStrokesMission] strokes #Slide @Goto(MissionComplete)
should be

Code: Select all

@Flag(SnakeMissionStrokes) @Variable[SnakeStrokesMission]<=[SnakeStrokes] You have survived more than #Var[SnakeStrokesMission] strokes #Slide @Goto(MissionComplete)
Also it looks like there is an incorrect case for one of the flags :

Code: Select all

@Flag(SnakePitON) @Variable[SnakeSquare]=[90] @NullResponse @Goto(S90)
should be

Code: Select all

@Flag(SnakePitOn) @Variable[SnakeSquare]=[90] @NullResponse @Goto(S90)
Since everything else refers to SnakePitOn instead of SnakePitON
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Re: Masturbatrix - Tease-AI Awakening - V1.13B 22/04/2023

Post by genome231 »

Hi Rar1197 :wave:

Pretty amazing with all the reports!
I am still working on going through them - just didn't want you to think I wasn't reading them :-)

EDIT: Think I am done with all reports on page 16.
- Some of them were already fixed in the next version as I have stumpled upon them myself :-)

EDIT2: I have fixed all reported errors :)
THANKS A LOT for taking the time to report them!! The fixes will be there for the next version :thumbsup:

Cheers
Genome
Last edited by genome231 on Fri Sep 08, 2023 11:56 am, edited 1 time in total.
Tribute to 1885 & those involved with Tease-AI.
Thank you for spending time on this awesome project! :-)
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Re: Masturbatrix - Tease-AI Awakening - V1.13B 22/04/2023

Post by Rar1197 »

Ah good , I'm glad they are useful. I'll admit to having felt a bit mean with the repeated posts. :-)
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Re: Masturbatrix - Tease-AI Awakening - V1.13B 22/04/2023

Post by genome231 »

More than useful!
It is impossible to catch every error on my own :-)

If you btw have suggestions, feedback etc that is also appreciated :-)

Cheers
Genome
Tribute to 1885 & those involved with Tease-AI.
Thank you for spending time on this awesome project! :-)
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Re: Masturbatrix - Tease-AI Awakening - V1.13B 22/04/2023

Post by Rar1197 »

A few personal preference things I've changed , which I may or may not be worth using...

For the memory game I found it a little unfair that it could choose the same card twice in a row, since there is no real way of detecting that other than to see that a card is being shown for longer than usual.
So I changed the vocab files to prevent that.
#Game_Memory1.txt :

Code: Select all

@Variable[GameMemory_CurrentCard]<>[C1] @SetVar[GameMemory_CurrentCard]=[C1] @ShowImage[GNMImages\Cards\1\C1.*] @TempFlag(GameMemory_C1)
@Variable[GameMemory_CurrentCard]<>[D1] @SetVar[GameMemory_CurrentCard]=[D1] @ShowImage[GNMImages\Cards\1\D1.*] @TempFlag(GameMemory_D1)
@Variable[GameMemory_CurrentCard]<>[H1] @SetVar[GameMemory_CurrentCard]=[H1] @ShowImage[GNMImages\Cards\1\H1.*] @TempFlag(GameMemory_H1)
@Variable[GameMemory_CurrentCard]<>[S1] @SetVar[GameMemory_CurrentCard]=[S1] @ShowImage[GNMImages\Cards\1\S1.*] @TempFlag(GameMemory_S1)
@Variable[GameMemory_CurrentCard]<>[C2] @SetVar[GameMemory_CurrentCard]=[C2] @ShowImage[GNMImages\Cards\2\C2.*] @TempFlag(GameMemory_C2)
@Variable[GameMemory_CurrentCard]<>[D2] @SetVar[GameMemory_CurrentCard]=[D2] @ShowImage[GNMImages\Cards\2\D2.*] @TempFlag(GameMemory_D2)
@Variable[GameMemory_CurrentCard]<>[H2] @SetVar[GameMemory_CurrentCard]=[H2] @ShowImage[GNMImages\Cards\2\H2.*] @TempFlag(GameMemory_H2)
@Variable[GameMemory_CurrentCard]<>[S2] @SetVar[GameMemory_CurrentCard]=[S2] @ShowImage[GNMImages\Cards\2\S2.*] @TempFlag(GameMemory_S2)
@Variable[GameMemory_CurrentCard]<>[C3] @SetVar[GameMemory_CurrentCard]=[C3] @ShowImage[GNMImages\Cards\3\C3.*] @TempFlag(GameMemory_C3)
@Variable[GameMemory_CurrentCard]<>[D3] @SetVar[GameMemory_CurrentCard]=[D3] @ShowImage[GNMImages\Cards\3\D3.*] @TempFlag(GameMemory_D3)
@Variable[GameMemory_CurrentCard]<>[H3] @SetVar[GameMemory_CurrentCard]=[H3] @ShowImage[GNMImages\Cards\3\H3.*] @TempFlag(GameMemory_H3)
@Variable[GameMemory_CurrentCard]<>[S3] @SetVar[GameMemory_CurrentCard]=[S3] @ShowImage[GNMImages\Cards\3\S3.*] @TempFlag(GameMemory_S3)
@Variable[GameMemory_CurrentCard]<>[C4] @SetVar[GameMemory_CurrentCard]=[C4] @ShowImage[GNMImages\Cards\4\C4.*] @TempFlag(GameMemory_C4)
@Variable[GameMemory_CurrentCard]<>[D4] @SetVar[GameMemory_CurrentCard]=[D4] @ShowImage[GNMImages\Cards\4\D4.*] @TempFlag(GameMemory_D4)
@Variable[GameMemory_CurrentCard]<>[H4] @SetVar[GameMemory_CurrentCard]=[H4] @ShowImage[GNMImages\Cards\4\H4.*] @TempFlag(GameMemory_H4)
@Variable[GameMemory_CurrentCard]<>[S4] @SetVar[GameMemory_CurrentCard]=[S4] @ShowImage[GNMImages\Cards\4\S4.*] @TempFlag(GameMemory_S4)
@Variable[GameMemory_CurrentCard]<>[C5] @SetVar[GameMemory_CurrentCard]=[C5] @ShowImage[GNMImages\Cards\5\C5.*] @TempFlag(GameMemory_C5)
@Variable[GameMemory_CurrentCard]<>[D5] @SetVar[GameMemory_CurrentCard]=[D5] @ShowImage[GNMImages\Cards\5\D5.*] @TempFlag(GameMemory_D5)
@Variable[GameMemory_CurrentCard]<>[H5] @SetVar[GameMemory_CurrentCard]=[H5] @ShowImage[GNMImages\Cards\5\H5.*] @TempFlag(GameMemory_H5)
@Variable[GameMemory_CurrentCard]<>[S5] @SetVar[GameMemory_CurrentCard]=[S5] @ShowImage[GNMImages\Cards\5\S5.*] @TempFlag(GameMemory_S5)
@Variable[GameMemory_CurrentCard]<>[C6] @SetVar[GameMemory_CurrentCard]=[C6] @ShowImage[GNMImages\Cards\6\C6.*] @TempFlag(GameMemory_C6)
@Variable[GameMemory_CurrentCard]<>[D6] @SetVar[GameMemory_CurrentCard]=[D6] @ShowImage[GNMImages\Cards\6\D6.*] @TempFlag(GameMemory_D6)
@Variable[GameMemory_CurrentCard]<>[H6] @SetVar[GameMemory_CurrentCard]=[H6] @ShowImage[GNMImages\Cards\6\H6.*] @TempFlag(GameMemory_H6)
@Variable[GameMemory_CurrentCard]<>[S6] @SetVar[GameMemory_CurrentCard]=[S6] @ShowImage[GNMImages\Cards\6\S6.*] @TempFlag(GameMemory_S6)
@Variable[GameMemory_CurrentCard]<>[C7] @SetVar[GameMemory_CurrentCard]=[C7] @ShowImage[GNMImages\Cards\7\C7.*] @TempFlag(GameMemory_C7)
@Variable[GameMemory_CurrentCard]<>[D7] @SetVar[GameMemory_CurrentCard]=[D7] @ShowImage[GNMImages\Cards\7\D7.*] @TempFlag(GameMemory_D7)
@Variable[GameMemory_CurrentCard]<>[H7] @SetVar[GameMemory_CurrentCard]=[H7] @ShowImage[GNMImages\Cards\7\H7.*] @TempFlag(GameMemory_H7)
@Variable[GameMemory_CurrentCard]<>[S7] @SetVar[GameMemory_CurrentCard]=[S7] @ShowImage[GNMImages\Cards\7\S7.*] @TempFlag(GameMemory_S7)
@Variable[GameMemory_CurrentCard]<>[C8] @SetVar[GameMemory_CurrentCard]=[C8] @ShowImage[GNMImages\Cards\8\C8.*] @TempFlag(GameMemory_C8)
@Variable[GameMemory_CurrentCard]<>[D8] @SetVar[GameMemory_CurrentCard]=[D8] @ShowImage[GNMImages\Cards\8\D8.*] @TempFlag(GameMemory_D8)
@Variable[GameMemory_CurrentCard]<>[H8] @SetVar[GameMemory_CurrentCard]=[H8] @ShowImage[GNMImages\Cards\8\H8.*] @TempFlag(GameMemory_H8)
@Variable[GameMemory_CurrentCard]<>[S8] @SetVar[GameMemory_CurrentCard]=[S8] @ShowImage[GNMImages\Cards\8\S8.*] @TempFlag(GameMemory_S8)
@Variable[GameMemory_CurrentCard]<>[C9] @SetVar[GameMemory_CurrentCard]=[C9] @ShowImage[GNMImages\Cards\9\C9.*] @TempFlag(GameMemory_C9)
@Variable[GameMemory_CurrentCard]<>[D9] @SetVar[GameMemory_CurrentCard]=[D9] @ShowImage[GNMImages\Cards\9\D9.*] @TempFlag(GameMemory_D9)
@Variable[GameMemory_CurrentCard]<>[H9] @SetVar[GameMemory_CurrentCard]=[H9] @ShowImage[GNMImages\Cards\9\H9.*] @TempFlag(GameMemory_H9)
@Variable[GameMemory_CurrentCard]<>[S9] @SetVar[GameMemory_CurrentCard]=[S9] @ShowImage[GNMImages\Cards\9\S9.*] @TempFlag(GameMemory_S9)
@Variable[GameMemory_CurrentCard]<>[C10] @SetVar[GameMemory_CurrentCard]=[C10] @ShowImage[GNMImages\Cards\10\C10.*] @TempFlag(GameMemory_C10)
@Variable[GameMemory_CurrentCard]<>[D10] @SetVar[GameMemory_CurrentCard]=[D10] @ShowImage[GNMImages\Cards\10\D10.*] @TempFlag(GameMemory_D10)
@Variable[GameMemory_CurrentCard]<>[H10] @SetVar[GameMemory_CurrentCard]=[H10] @ShowImage[GNMImages\Cards\10\H10.*] @TempFlag(GameMemory_H10)
@Variable[GameMemory_CurrentCard]<>[S10] @SetVar[GameMemory_CurrentCard]=[S10] @ShowImage[GNMImages\Cards\10\S10.*] @TempFlag(GameMemory_S10)
@Variable[GameMemory_CurrentCard]<>[C11] @SetVar[GameMemory_CurrentCard]=[C11] @ShowImage[GNMImages\Cards\11\C11.*] @TempFlag(GameMemory_C11)
@Variable[GameMemory_CurrentCard]<>[D11] @SetVar[GameMemory_CurrentCard]=[D11] @ShowImage[GNMImages\Cards\11\D11.*] @TempFlag(GameMemory_D11)
@Variable[GameMemory_CurrentCard]<>[H11] @SetVar[GameMemory_CurrentCard]=[H11] @ShowImage[GNMImages\Cards\11\H11.*] @TempFlag(GameMemory_H11)
@Variable[GameMemory_CurrentCard]<>[S11] @SetVar[GameMemory_CurrentCard]=[S11] @ShowImage[GNMImages\Cards\11\S11.*] @TempFlag(GameMemory_S11)
@Variable[GameMemory_CurrentCard]<>[C12] @SetVar[GameMemory_CurrentCard]=[C12] @ShowImage[GNMImages\Cards\12\C12.*] @TempFlag(GameMemory_C12)
@Variable[GameMemory_CurrentCard]<>[D12] @SetVar[GameMemory_CurrentCard]=[D12] @ShowImage[GNMImages\Cards\12\D12.*] @TempFlag(GameMemory_D12)
@Variable[GameMemory_CurrentCard]<>[H12] @SetVar[GameMemory_CurrentCard]=[H12] @ShowImage[GNMImages\Cards\12\H12.*] @TempFlag(GameMemory_H12)
@Variable[GameMemory_CurrentCard]<>[S12] @SetVar[GameMemory_CurrentCard]=[S12] @ShowImage[GNMImages\Cards\12\S12.*] @TempFlag(GameMemory_S12)
@Variable[GameMemory_CurrentCard]<>[C13] @SetVar[GameMemory_CurrentCard]=[C13] @ShowImage[GNMImages\Cards\13\C13.*] @TempFlag(GameMemory_C13)
@Variable[GameMemory_CurrentCard]<>[D13] @SetVar[GameMemory_CurrentCard]=[D13] @ShowImage[GNMImages\Cards\13\D13.*] @TempFlag(GameMemory_D13)
@Variable[GameMemory_CurrentCard]<>[H13] @SetVar[GameMemory_CurrentCard]=[H13] @ShowImage[GNMImages\Cards\13\H13.*] @TempFlag(GameMemory_H13)
@Variable[GameMemory_CurrentCard]<>[S13] @SetVar[GameMemory_CurrentCard]=[S13] @ShowImage[GNMImages\Cards\13\S13.*] @TempFlag(GameMemory_S13)
#Game_Memory2.txt :

Code: Select all

@Variable[GameMemory_CurrentCard]<>[C1] @SetVar[GameMemory_CurrentCard]=[C1] @ShowImage[GNMImages\Cards\1\C1.*]
@Variable[GameMemory_CurrentCard]<>[D1] @SetVar[GameMemory_CurrentCard]=[D1] @ShowImage[GNMImages\Cards\1\D1.*]
@Variable[GameMemory_CurrentCard]<>[H1] @SetVar[GameMemory_CurrentCard]=[H1] @ShowImage[GNMImages\Cards\1\H1.*]
@Variable[GameMemory_CurrentCard]<>[S1] @SetVar[GameMemory_CurrentCard]=[S1] @ShowImage[GNMImages\Cards\1\S1.*]
@Variable[GameMemory_CurrentCard]<>[C2] @SetVar[GameMemory_CurrentCard]=[C2] @ShowImage[GNMImages\Cards\2\C2.*]
@Variable[GameMemory_CurrentCard]<>[D2] @SetVar[GameMemory_CurrentCard]=[D2] @ShowImage[GNMImages\Cards\2\D2.*]
@Variable[GameMemory_CurrentCard]<>[H2] @SetVar[GameMemory_CurrentCard]=[H2] @ShowImage[GNMImages\Cards\2\H2.*]
@Variable[GameMemory_CurrentCard]<>[S2] @SetVar[GameMemory_CurrentCard]=[S2] @ShowImage[GNMImages\Cards\2\S2.*]
@Variable[GameMemory_CurrentCard]<>[C3] @SetVar[GameMemory_CurrentCard]=[C3] @ShowImage[GNMImages\Cards\3\C3.*]
@Variable[GameMemory_CurrentCard]<>[D3] @SetVar[GameMemory_CurrentCard]=[D3] @ShowImage[GNMImages\Cards\3\D3.*]
@Variable[GameMemory_CurrentCard]<>[H3] @SetVar[GameMemory_CurrentCard]=[H3] @ShowImage[GNMImages\Cards\3\H3.*]
@Variable[GameMemory_CurrentCard]<>[S3] @SetVar[GameMemory_CurrentCard]=[S3] @ShowImage[GNMImages\Cards\3\S3.*]
@Variable[GameMemory_CurrentCard]<>[C4] @SetVar[GameMemory_CurrentCard]=[C4] @ShowImage[GNMImages\Cards\4\C4.*]
@Variable[GameMemory_CurrentCard]<>[D4] @SetVar[GameMemory_CurrentCard]=[D4] @ShowImage[GNMImages\Cards\4\D4.*]
@Variable[GameMemory_CurrentCard]<>[H4] @SetVar[GameMemory_CurrentCard]=[H4] @ShowImage[GNMImages\Cards\4\H4.*]
@Variable[GameMemory_CurrentCard]<>[S4] @SetVar[GameMemory_CurrentCard]=[S4] @ShowImage[GNMImages\Cards\4\S4.*]
@Variable[GameMemory_CurrentCard]<>[C5] @SetVar[GameMemory_CurrentCard]=[C5] @ShowImage[GNMImages\Cards\5\C5.*]
@Variable[GameMemory_CurrentCard]<>[D5] @SetVar[GameMemory_CurrentCard]=[D5] @ShowImage[GNMImages\Cards\5\D5.*]
@Variable[GameMemory_CurrentCard]<>[H5] @SetVar[GameMemory_CurrentCard]=[H5] @ShowImage[GNMImages\Cards\5\H5.*]
@Variable[GameMemory_CurrentCard]<>[S5] @SetVar[GameMemory_CurrentCard]=[S5] @ShowImage[GNMImages\Cards\5\S5.*]
@Variable[GameMemory_CurrentCard]<>[C6] @SetVar[GameMemory_CurrentCard]=[C6] @ShowImage[GNMImages\Cards\6\C6.*]
@Variable[GameMemory_CurrentCard]<>[D6] @SetVar[GameMemory_CurrentCard]=[D6] @ShowImage[GNMImages\Cards\6\D6.*]
@Variable[GameMemory_CurrentCard]<>[H6] @SetVar[GameMemory_CurrentCard]=[H6] @ShowImage[GNMImages\Cards\6\H6.*]
@Variable[GameMemory_CurrentCard]<>[S6] @SetVar[GameMemory_CurrentCard]=[S6] @ShowImage[GNMImages\Cards\6\S6.*]
@Variable[GameMemory_CurrentCard]<>[C7] @SetVar[GameMemory_CurrentCard]=[C7] @ShowImage[GNMImages\Cards\7\C7.*]
@Variable[GameMemory_CurrentCard]<>[D7] @SetVar[GameMemory_CurrentCard]=[D7] @ShowImage[GNMImages\Cards\7\D7.*]
@Variable[GameMemory_CurrentCard]<>[H7] @SetVar[GameMemory_CurrentCard]=[H7] @ShowImage[GNMImages\Cards\7\H7.*]
@Variable[GameMemory_CurrentCard]<>[S7] @SetVar[GameMemory_CurrentCard]=[S7] @ShowImage[GNMImages\Cards\7\S7.*]
@Variable[GameMemory_CurrentCard]<>[C8] @SetVar[GameMemory_CurrentCard]=[C8] @ShowImage[GNMImages\Cards\8\C8.*]
@Variable[GameMemory_CurrentCard]<>[D8] @SetVar[GameMemory_CurrentCard]=[D8] @ShowImage[GNMImages\Cards\8\D8.*]
@Variable[GameMemory_CurrentCard]<>[H8] @SetVar[GameMemory_CurrentCard]=[H8] @ShowImage[GNMImages\Cards\8\H8.*]
@Variable[GameMemory_CurrentCard]<>[S8] @SetVar[GameMemory_CurrentCard]=[S8] @ShowImage[GNMImages\Cards\8\S8.*]
@Variable[GameMemory_CurrentCard]<>[C9] @SetVar[GameMemory_CurrentCard]=[C9] @ShowImage[GNMImages\Cards\9\C9.*]
@Variable[GameMemory_CurrentCard]<>[D9] @SetVar[GameMemory_CurrentCard]=[D9] @ShowImage[GNMImages\Cards\9\D9.*]
@Variable[GameMemory_CurrentCard]<>[H9] @SetVar[GameMemory_CurrentCard]=[H9] @ShowImage[GNMImages\Cards\9\H9.*]
@Variable[GameMemory_CurrentCard]<>[S9] @SetVar[GameMemory_CurrentCard]=[S9] @ShowImage[GNMImages\Cards\9\S9.*]
@Variable[GameMemory_CurrentCard]<>[C10] @SetVar[GameMemory_CurrentCard]=[C10] @ShowImage[GNMImages\Cards\10\C10.*]
@Variable[GameMemory_CurrentCard]<>[D10] @SetVar[GameMemory_CurrentCard]=[D10] @ShowImage[GNMImages\Cards\10\D10.*]
@Variable[GameMemory_CurrentCard]<>[H10] @SetVar[GameMemory_CurrentCard]=[H10] @ShowImage[GNMImages\Cards\10\H10.*]
@Variable[GameMemory_CurrentCard]<>[S10] @SetVar[GameMemory_CurrentCard]=[S10] @ShowImage[GNMImages\Cards\10\S10.*]
@Variable[GameMemory_CurrentCard]<>[C11] @SetVar[GameMemory_CurrentCard]=[C11] @ShowImage[GNMImages\Cards\11\C11.*]
@Variable[GameMemory_CurrentCard]<>[D11] @SetVar[GameMemory_CurrentCard]=[D11] @ShowImage[GNMImages\Cards\11\D11.*]
@Variable[GameMemory_CurrentCard]<>[H11] @SetVar[GameMemory_CurrentCard]=[H11] @ShowImage[GNMImages\Cards\11\H11.*]
@Variable[GameMemory_CurrentCard]<>[S11] @SetVar[GameMemory_CurrentCard]=[S11] @ShowImage[GNMImages\Cards\11\S11.*]
@Variable[GameMemory_CurrentCard]<>[C12] @SetVar[GameMemory_CurrentCard]=[C12] @ShowImage[GNMImages\Cards\12\C12.*]
@Variable[GameMemory_CurrentCard]<>[D12] @SetVar[GameMemory_CurrentCard]=[D12] @ShowImage[GNMImages\Cards\12\D12.*]
@Variable[GameMemory_CurrentCard]<>[H12] @SetVar[GameMemory_CurrentCard]=[H12] @ShowImage[GNMImages\Cards\12\H12.*]
@Variable[GameMemory_CurrentCard]<>[S12] @SetVar[GameMemory_CurrentCard]=[S12] @ShowImage[GNMImages\Cards\12\S12.*]
@Variable[GameMemory_CurrentCard]<>[C13] @SetVar[GameMemory_CurrentCard]=[C13] @ShowImage[GNMImages\Cards\13\C13.*]
@Variable[GameMemory_CurrentCard]<>[D13] @SetVar[GameMemory_CurrentCard]=[D13] @ShowImage[GNMImages\Cards\13\D13.*]
@Variable[GameMemory_CurrentCard]<>[H13] @SetVar[GameMemory_CurrentCard]=[H13] @ShowImage[GNMImages\Cards\13\H13.*]
@Variable[GameMemory_CurrentCard]<>[S13] @SetVar[GameMemory_CurrentCard]=[S13] @ShowImage[GNMImages\Cards\13\S13.*]
Though to be honest I'm terrible at that game anyway , so fixing it to make it to make it a bit more fair possibly makes little difference.

-----------------------------------------

For Slave Hero I preferred to have it change video more often , rather than just play each video to near the end.
So at the two points that it starts a video in Session_Video_SlaveHero.txt I added an extra timer flag

Code: Select all

@NullResponse @RapidCodeOn @ExpireFlag(RAR_VideoTimerFlag,#Random(90,330) seconds)
And then at all the points that it checked for the video being near the end , I also added a check for the timer flag :

Code: Select all

@NotFlag(RAR_VideoTimerFlag) @NullResponse @Goto(RefreshVideo)
@Variable[#VideoRemaining]<=[45] @NullResponse @Goto(RefreshVideo)
I also reduced the VideoRemaining check from 120 to 45 , but I am undecided on whether that is too close to the end or not.

Edit : I also added some randomness to the video starting , so that they use @JumpVideo(#Random(5,50)) , instead of just @JumpVideo(5).

----------------------------------------

For 003.txt and 005.txt when you get to choose a session type , I added an option to have it picked randomly

003.txt

Code: Select all

(Choose)
#SlaveName do you want to have a classic session or play stop Go, JOI, Slave Hero, Simulation or choose randomly? #DT
[classic] #Okay #DT @Goto(Base)
[stop,go] #Okay #DT @Goto(StopGo)
[slave,hero] #Okay #DT @Goto(SlaveHero)
[simulation] #Okay #DT @Goto(Simulation)
[joi] #Okay #DT @Goto(JOI)
[random] @Goto(Base,Base,StopGo,SlaveHero,SlaveHero,Simulation,JOI)
005.txt

Code: Select all

(Choose)
#SlaveName do you want to have a classic session or play stop Go, JOI, Slave Hero , Simulation or choose randomly? #DT
[classic] #Okay #DT @Goto(Base)
[stop,go] #Okay #DT @Goto(StopGo,StopGo_Slideshow)
[slave,hero] #Okay #DT @Goto(SlaveHero)
[simulation] #Okay #DT @Goto(Simulation)
[joi] #Okay #DT @Goto(JOI)
[random] @Goto(Base,Base,StopGo,StopGo_Slideshow,SlaveHero,SlaveHero,Simulation,JOI)
----------------------------------------

When choosing new Domme Mods in Domme_Mods.txt I changed things so as to exclude the previously used mods. May or may not be a good thing overall , but it appealed to me at the time. :

Basically added some stuff that used some new PrevDMod flags.
So during deletion of old flags :

Code: Select all

@Flag(DMod1) @NullResponse @DeleteFlag(DMod1) @TempFlag(PrevDMod1)
@Flag(DMod2) @NullResponse @DeleteFlag(DMod2) @TempFlag(PrevDMod2)
@Flag(DMod3) @NullResponse @DeleteFlag(DMod3) @TempFlag(PrevDMod3)
@Flag(DMod4) @NullResponse @DeleteFlag(DMod4) @TempFlag(PrevDMod4)
@Flag(DMod5) @NullResponse @DeleteFlag(DMod5) @TempFlag(PrevDMod5)
@Flag(DMod6) @NullResponse @DeleteFlag(DMod6) @TempFlag(PrevDMod6)
@Flag(DMod7) @NullResponse @DeleteFlag(DMod7) @TempFlag(PrevDMod7)
@Flag(DMod8) @NullResponse @DeleteFlag(DMod8) @TempFlag(PrevDMod8)
@Flag(DMod9) @NullResponse @DeleteFlag(DMod9) @TempFlag(PrevDMod9)
@Flag(DMod10) @NullResponse @TempFlag(DMod10_Check) 
@Flag(DMod10) @NullResponse @DeleteFlag(DMod10) @TempFlag(PrevDMod10)
@Flag(DMod11) @NullResponse @DeleteFlag(DMod11) @TempFlag(PrevDMod11)
@Flag(DMod12) @NullResponse @DeleteFlag(DMod12) @TempFlag(PrevDMod12)
And during picking of new mods :

Code: Select all

@Variable[Random]=[1] @NotFlag(DMod1,PrevDMod1) @NullResponse @Goto(Mod1)
@Variable[Random]=[2] @NotFlag(DMod2,PrevDMod2) @NullResponse @Goto(Mod2)
@Variable[Random]=[3] @NotFlag(DMod3,PrevDMod3) @NullResponse @Goto(Mod3)
@Variable[Random]=[4] @NotFlag(DMod4,PrevDMod4) @NullResponse @Goto(Mod4)
@Variable[Random]=[5] @NotFlag(DMod5,PrevDMod5) @NullResponse @Goto(Mod5)
@Variable[Random]=[6] @NotFlag(DMod6,PrevDMod6) @NullResponse @Goto(Mod6)
@Variable[Random]=[7] @NotFlag(DMod7,PrevDMod7) @NullResponse @Goto(Mod7)
@Variable[Random]=[8] @NotFlag(DMod8,PrevDMod8) @NullResponse @Goto(Mod8)
@Variable[Random]=[9] @NotFlag(DMod9,PrevDMod9) @NullResponse @Goto(Mod9)
@Variable[Random]=[10] @NotFlag(DMod10,PrevDMod10) @NullResponse @Goto(Mod10)
@Variable[Random]=[11] @NotFlag(DMod11,PrevDMod11) @NullResponse @Goto(Mod11)
@Variable[Random]=[12] @NotFlag(DMod12,PrevDMod12) @NullResponse @Goto(Mod12)
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Re: Masturbatrix - Tease-AI Awakening - V1.13B 22/04/2023

Post by Rar1197 »

Minor error in Domme_Mods.txt after choosing the denial level

The following is missing a closing bracket on each line

Code: Select all

@Variable[Temp]=[#Var[SaveDenialLevel] I was @RT(hoping you would,expecting you to) choose a higher value #SlaveName #DT @Goto(End2)
@Variable[Temp]>[#Var[SaveDenialLevel] You chose a higher value than last! Good job! #MeritsUp @Goto(End2)
I guess it should be

Code: Select all

@Variable[Temp]=[#Var[SaveDenialLevel]] I was @RT(hoping you would,expecting you to) choose a higher value #SlaveName #DT @Goto(End2)
@Variable[Temp]>[#Var[SaveDenialLevel]] You chose a higher value than last! Good job! #MeritsUp @Goto(End2)
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Re: Masturbatrix - Tease-AI Awakening - V1.13B 22/04/2023

Post by Rar1197 »

It looks like there may be a bit of a gotcha with the use of #VideoRemaining in Session_Video_Simulation.txt :

Code: Select all

(RefreshVideo)
@NullResponse @StopVideo
@NullResponse @PlayVideoNoWait[GNMVideos\Simulation\*.*] @JumpVideo(5) @Goto(Counter)


(Counter)
@Variable[Timer]>=[SessionLength] @NullResponse @Goto(EndVideo)
@Variable[#VideoRemaining]<=[90] @NullResponse @Goto(RefreshVideo)
Essentially after the video is restarted in (RefreshVideo) there is a small period during which #VideoRemaining evaluates to 0. This causes the check at the start of (Counter) to think that the video is near the end , and so it immediately tries to start a new video. This results in the video being restarted over and over again.

From a bit of testing , it looks like it may be sufficient to move the @Goto(Counter) to the next line to avoid the issue :

Code: Select all

(RefreshVideo)
@NullResponse @StopVideo
@NullResponse @PlayVideoNoWait[GNMVideos\Simulation\*.*] @JumpVideo(5) 
@NullResponse @Goto(Counter)


(Counter)
@Variable[Timer]>=[SessionLength] @NullResponse @Goto(EndVideo)
@Variable[#VideoRemaining]<=[90] @NullResponse @Goto(RefreshVideo)
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Re: Masturbatrix - Tease-AI Awakening - V1.13B 22/04/2023

Post by Rar1197 »

A few things related to the weekly session limits/minimums

In Domme_Mods.txt , the various mods that reset SessionPerWeekDate should probably also set WeeklySessions to 0 , otherwise the count is wrong during the first week after choosing new mods.

Currently the user is told about the minimum number of sessions of both SessionLimit and SessionMin are set , while it is deleting the SessionLimit flag. This should probably happen regardless of whether SessionLimit was also set :

Code: Select all

@Flag(SessionLimit,SessionMin) @SystemMessage Your mods have determined you must do #Var[SessionWeeklyMin] sessions per week minimum #Black @DeleteFlag(SessionLimit)
I noticed that while there is a fair bit of code in Domme_Mods.txt and Base.txt related to the SessionLimit , it currently doesn't have any affect since there aren't any checks that compare WeeklySessions to SessionWeeklyLimit. This may be a known thing that has only been partially implemented though.
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Re: Masturbatrix - Tease-AI Awakening - V1.13B 22/04/2023

Post by Rar1197 »

A few issues I've noticed WU10.txt (the warmup that gives a choice between doing some strokes or gambling on a random outcome).

If gambling ends up requiring you to do some strokes , then it shows a prompt that looks like you are supposed to respond. If you don't respond then it looks like it will eventually end after the correct amount of time.

However If you do type something then it gets stuck in an endless loop in the slideshow

Currently the slideshow code is like this :

Code: Select all

(Slideshow)
#Slide @Wait(#Random(5,10))
@NullResponse @Goto(Slideshow)
Something like this may fix it , and allow it to end in a reasonably timely manner once the metronome stops :

Code: Select all

(Slideshow)
@NotFlag(SlideshowTimer) @NullResponse #Slide @ExpireFlag(SlideshowTimer,#Random(5,10) seconds)
@NullResponse @Wait(1)
@MetroIsRunning @NullResponse @Goto(Slideshow)
@NullResponse @Goto(End)
Also the various instances of this line :

Code: Select all

#Var[Strokes] strokes! #Slide @MetronomeOn(#Var[Speed]) @Timeout(#Var[Timer],End)
Should probably have the timeout removed, since it is somewhat misleading :

Code: Select all

#Var[Strokes] strokes! #Slide @MetronomeOn(#Var[Speed])
If you don't gamble then there is no slideshow for the 500 strokes , which is kinda dull given how long it takes.
So the following :

Code: Select all

(Stroke)
@NullResponse @SetVar[Strokes]=[500]
@NullResponse @SetVar[Speed]=[40]
@NullResponse @SetVar[Timer]=[#Var[Strokes]]
@NullResponse @ChangeVar[Timer]=[Timer]*[60]
@NullResponse @ChangeVar[Timer]=[Timer]/[#Var[Speed]]
@NullResponse @MetronomeLimit(#Var[Strokes])
#Var[Strokes] strokes! #Slide @MetronomeOn(#Var[Speed]) @Wait(#Var[Timer])
@NullResponse @Goto(End)
Could possibly be changed to something like this instead :

Code: Select all

(Stroke)
@NullResponse @SetVar[Strokes]=[500]
@NullResponse @SetVar[Speed]=[40]
@NullResponse @MetronomeLimit(#Var[Strokes])
#Var[Strokes] strokes! #Slide @MetronomeOn(#Var[Speed])
@NullResponse @Goto(Slideshow)
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Re: Masturbatrix - Tease-AI Awakening - V1.13B 22/04/2023

Post by TanyaHumble »

Just got the guess the color of her panties and white is not an option!? :\'-(


When low on gold and starting a new session that you can't afford you still pay for it. I ended up at -13 gold :P then got told I couldn't afford the session.

at the end of black jack , got this error:

Code: Select all

WRONG_FORMAT_FOR_RANDOM for:
#Random(1,MISSING_VARIABLE: #Var[RCM])
Script:
Scripts\Masturbatrix_2_0\Custom\Session\Update02.txt
Script Line (4):
@NullResponse @ChangeVar[ReleaseCredit]=[ReleaseCredit]+[#Random(1,#Var[RCM])]
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Re: Masturbatrix - Tease-AI Awakening - V1.13B 22/04/2023

Post by TanyaHumble »

ended up gambling my strokes "22" and answered correctly on both questions.

002.txt

Code: Select all

(End)
@NullResponse @SetVar[Temp]=[#DateDifference(Recipe002_Timer,Minutes)]
@NullResponse @ChangeVar[Temp]=[Temp]*[2]
@NullResponse @ChangeVar[Temp]=[Temp]-[DenialLVL]
@Variable[Temp]<=[0] @NullResponse @SetVar[Temp]=[0]
@RT(You have earned,You earned,That sessioned earned you,You just earned,That gave you,You got) #Var[Temp] strokes #DT
Would you like to gamble for a chance of more or straight to the bank? #DT
[gamble] @RT(Ballsy,Interesting,That is brave!) #DT
[bank] @RT(Sensible,Good choice,Healthy choice) #DT @Goto(Bank)
@DifferentAnswer Gamble or Bank? #DT
@RT(I have just the idea,I got just the thing,Lets do it this way!) #DT @Goto(Gamble1,Gamble2,Gamble3)
got gamble3

Code: Select all

(Gamble3)
@RT(You're going to be betting on yourself,I'm gonna gamble that you cant get this right) #Grin #DT
Two questions, good luck! #DT
@NullResponse @CallReturn(Custom\Game\Trivia\ModelTrivia_MultiQ.txt)
@Variable[MGame_Correct]>=[2] Good job #SlaveName #DT @ChangeVar[Temp]=[Temp]*[#Random(4)] @Goto(Bank)
@Variable[MGame_Correct]<=[1] You needed two right answers to win, you lose all your strokes from this session! #Grin #DT @SetVar[Temp]=[0] @Goto(Bank)

Code: Select all

(Bank)
@NullResponse @ChangeVar[Recipe002_Strokes]=[Recipe002_Strokes]+[#Var[Temp]]
Strokes in the bank: #Var[Recipe002_Strokes] #DT
@RT(Would you like to,Wanna) save or @RT(spend,use) them? #DT
[save] Okay #DT  @Goto(End2)
[spend] #Grin #DT 
@DifferentAnswer Save or spend? #DT
@NullResponse @SetVar[StrokeCount]=[#Var[Recipe002_Strokes]]
@NullResponse @CallReturn(Custom\Session\Release\Specific\Instant\StrokeCount.txt)
@NullResponse @CallReturn(Custom\Session\Toys_Off_Session.txt)
and at save I had "0" to save or spend, not sure if by design or bug >.>
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Re: Masturbatrix - Tease-AI Awakening - V1.13B 22/04/2023

Post by Rar1197 »

#Random is supposed to take two numbers(a minimum and a maximum), and so #Random(4) ends up evaluating to WRONG_FORMAT_FOR_RANDOM instead of a number. This probably results in Temp being set to 0.

I would guess that the intent was that it should be something like #Random(2,4) instead.
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