DC Command

Complete DC Command 3.0

No permission to download
Project is completed.

DCurrent

Site Owner, OpenBOR Project Leader
Staff member
This project started as a way to have a character turn his head and look about randomly while idle. Then gained some simple command overrides when holding a direction. Eventually, I decided to make it a full fledged library that adds many of the new features found in the latest engine command system, plus a few more. Figured I might as well polish it up and share.

There's even a customizable command display window similar to TekKen and other fighting games. @Aerisetta, I believe you were asking for this.

This screenshot from a prototype of @O Ilusionista's Pocket Dimensional Clash project shows the command list display in action. Green is a button press, white is a direction press, blue is a key already active when press was detected. Below, the most recent command was pressing Jump while walking right.

pdc---0102b.png

The guide is a bit long winded, but that's just to be comprehesnive. Setup and use isn't that tough to get the basics going.

DC
 
DCurrent updated DC Command with a new update entry:

2.0 - MOAR Definitions!

  • 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.

Read the rest of this update entry...
 
DCurrent updated DC Command with a new update entry:

DC Command 3.0 - Independent condition entities

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...

Read the rest of this update entry...
 
Back
Top Bottom