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.