DC Command

DC Command 3.0

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I've reworked the conditionals to use more consistent naming and add player vs. CPU conditionals Now you can activate or disable moves when under control of the CPU, players, or even a individual player.
  • Added entity-first condition functions. One command can now check its owner, targets, and other entities independently.
  • Added CPU and Player 1-4 checks with MUST/MUST NOT masks.
  • Unified conditions into 32 assigned slots per definition, with active-mask traversal and configurable allocation increments, defaulting to four. This means identical conditions may be reused on different targets in the same definition. As an example, You might check for a range of hit-points on the owner, a d also check hit-points of a target in range, with no external scripts needed.
  • Now you can customize the colors for each button and direction in the command display window.
  • Some general cleanup and small nit-pick fixes.
  • Expanded command definition per animation capacity from 32 to 1024 by replacing previous set of 32 per animation with 32 banks of 32 each. Model-level definitions now use the same banked storage and 0-1023 index range.
  • Extended random selection across all animation banks, preserving equal odds for eligible candidates.
  • Added resource-entity getter/setter functions so each definition can check or adjust another entity's resources, defaulting to self.
  • Added dc_command_target_nearest() to find the closest eligible entity within an animation's range. Combined with above, this makes doing things like setting up moves that change based on the status of your targets or opponents super simple.
  • Updated allocation, mask traversal, variable accounting, debug output, and documentation.
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