# AINewTechStock
Flags —
Native
# Arguments
int
— player
Returns — void
native void AINewTechStock(int player);
# Related
Category: Unclassified
# Examples
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHigh.galaxy:876
}
AINewTechStock(player);
AITechStockAdd(c_PR_GroundWeapons1);
AITechStockAdd(c_PR_GroundArmor1);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHigh.galaxy:903
AITechCount(player, c_PU_Tempest, c_techCountCompleteOnly) >= 8)
{
AINewTechStock(player);
AITechStockAdd(c_PR_AirWeapons1);
AITechStockAdd(c_PR_AirArmor1);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranHigh.galaxy:937
AITechCount(player, c_TU_Reaper, c_techCountInProgressOrBetter) >= 12)
{
AINewTechStock(player);
AITechStockAdd(c_TR_InfantryWeapons1);
AITechStockAdd(c_TR_InfantryWeapons2);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranHigh.galaxy:956
AITechCount(player, c_TU_Hellion, c_techCountInProgressOrBetter) >= 6)
{
AINewTechStock(player);
AITechStockAdd(c_TR_VehicleWeapons1);
AITechStockAdd(c_TR_VehicleWeapons2);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranHigh.galaxy:976
AITechCount(player, c_TU_Battlecruiser, c_techCountInProgressOrBetter) >= 8)
{
AINewTechStock(player);
AITechStockAdd(c_TR_ShipWeapons1);
AITechStockAdd(c_TR_ShipWeapons2);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Zerg/ZergHigh.galaxy:883
AITechCount(player, c_ZU_Ultralisk, c_techCountInProgressOrBetter) >= 3)
{
AINewTechStock(player);
AITechStockAdd(c_ZR_MeleeAttacks1);
AITechStockAdd(c_ZR_MeleeAttacks2);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Zerg/ZergHigh.galaxy:895
AITechCount(player, c_ZU_Hydralisk, c_techCountInProgressOrBetter) >= 10)
{
AINewTechStock(player);
AITechStockAdd(c_ZR_MissileAttacks1);
AITechStockAdd(c_ZR_MissileAttacks2);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Zerg/ZergHigh.galaxy:904
}
AINewTechStock(player);
AITechStockAdd(c_ZR_GroundCarapace1);
AITechStockAdd(c_ZR_GroundCarapace2);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Zerg/ZergHigh.galaxy:940
AITechCount(player, c_ZU_Corruptor, c_techCountCompleteOnly) >= 6)
{
AINewTechStock(player);
AITechStockAdd(c_ZR_FlyerAttacks1);
AITechStockAdd(c_ZR_FlyerAttacks2);
mods/swarm.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHigh.galaxy:876
}
AINewTechStock(player);
AITechStockAdd(c_PR_GroundWeapons1);
AITechStockAdd(c_PR_GroundArmor1);
mods/swarm.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHigh.galaxy:903
AITechCount(player, c_PU_Tempest, c_techCountCompleteOnly) >= 8)
{
AINewTechStock(player);
AITechStockAdd(c_PR_AirWeapons1);
AITechStockAdd(c_PR_AirArmor1);
mods/swarm.sc2mod — base.sc2data/TriggerLibs/Terran/TerranHigh.galaxy:932
AITechCount(player, c_TU_Reaper, c_techCountInProgressOrBetter) >= 12)
{
AINewTechStock(player);
AITechStockAdd(c_TR_InfantryWeapons1);
AITechStockAdd(c_TR_InfantryWeapons2);
mods/swarm.sc2mod — base.sc2data/TriggerLibs/Terran/TerranHigh.galaxy:951
AITechCount(player, c_TU_Hellion, c_techCountInProgressOrBetter) >= 6)
{
AINewTechStock(player);
AITechStockAdd(c_TR_MechWeapons1);
AITechStockAdd(c_TR_MechWeapons2);
mods/swarm.sc2mod — base.sc2data/TriggerLibs/Terran/TerranHigh.galaxy:971
AITechCount(player, c_TU_Battlecruiser, c_techCountInProgressOrBetter) >= 8)
{
AINewTechStock(player);
AITechStockAdd(c_TR_MechWeapons1);
AITechStockAdd(c_TR_MechWeapons2);
mods/swarm.sc2mod — base.sc2data/TriggerLibs/Zerg/ZergHigh.galaxy:897
AITechCount(player, c_ZU_Ultralisk, c_techCountInProgressOrBetter) >= 3)
{
AINewTechStock(player);
AITechStockAdd(c_ZR_MeleeAttacks1);
AITechStockAdd(c_ZR_MeleeAttacks2);
mods/swarm.sc2mod — base.sc2data/TriggerLibs/Zerg/ZergHigh.galaxy:909
AITechCount(player, c_ZU_Hydralisk, c_techCountInProgressOrBetter) >= 10)
{
AINewTechStock(player);
AITechStockAdd(c_ZR_MissileAttacks1);
AITechStockAdd(c_ZR_MissileAttacks2);
mods/swarm.sc2mod — base.sc2data/TriggerLibs/Zerg/ZergHigh.galaxy:918
}
AINewTechStock(player);
AITechStockAdd(c_ZR_GroundCarapace1);
AITechStockAdd(c_ZR_GroundCarapace2);
mods/swarm.sc2mod — base.sc2data/TriggerLibs/Zerg/ZergHigh.galaxy:958
AITechCount(player, c_ZU_Corruptor, c_techCountCompleteOnly) >= 6)
{
AINewTechStock(player);
AITechStockAdd(c_ZR_FlyerAttacks1);
AITechStockAdd(c_ZR_FlyerAttacks2);
mods/void.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHigh.galaxy:909
}
AINewTechStock(player);
AITechStockAdd(c_PR_GroundWeapons1);
AITechStockAdd(c_PR_GroundArmor1);
mods/void.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHigh.galaxy:936
AITechCount(player, c_PU_Tempest, c_techCountCompleteOnly) >= 8)
{
AINewTechStock(player);
AITechStockAdd(c_PR_AirWeapons1);
AITechStockAdd(c_PR_AirArmor1);
mods/void.sc2mod — base.sc2data/TriggerLibs/Terran/TerranHigh.galaxy:935
AITechCount(player, c_TU_Reaper, c_techCountInProgressOrBetter) >= 12)
{
AINewTechStock(player);
AITechStockAdd(c_TR_InfantryWeapons1);
AITechStockAdd(c_TR_InfantryWeapons2);
mods/void.sc2mod — base.sc2data/TriggerLibs/Terran/TerranHigh.galaxy:957
AITechCount(player, c_TU_Hellion, c_techCountInProgressOrBetter) >= 6)
{
AINewTechStock(player);
AITechStockAdd(c_TR_VehicleWeapons1);
AITechStockAdd(c_TR_VehicleWeapons2);
mods/void.sc2mod — base.sc2data/TriggerLibs/Terran/TerranHigh.galaxy:977
AITechCount(player, c_TU_Battlecruiser, c_techCountInProgressOrBetter) >= 8)
{
AINewTechStock(player);
AITechStockAdd(c_TR_ShipWeapons1);
AITechStockAdd(c_TR_ShipWeapons2);
mods/void.sc2mod — base.sc2data/TriggerLibs/Zerg/ZergHigh.galaxy:915
AITechCount(player, c_ZU_Ultralisk, c_techCountInProgressOrBetter) >= 3)
{
AINewTechStock(player);
AITechStockAdd(c_ZR_MeleeAttacks1);
AITechStockAdd(c_ZR_MeleeAttacks2);
mods/void.sc2mod — base.sc2data/TriggerLibs/Zerg/ZergHigh.galaxy:927
AITechCount(player, c_ZU_Hydralisk, c_techCountInProgressOrBetter) >= 10)
{
AINewTechStock(player);
AITechStockAdd(c_ZR_MissileAttacks1);
AITechStockAdd(c_ZR_MissileAttacks2);
mods/void.sc2mod — base.sc2data/TriggerLibs/Zerg/ZergHigh.galaxy:936
}
AINewTechStock(player);
AITechStockAdd(c_ZR_GroundCarapace1);
AITechStockAdd(c_ZR_GroundCarapace2);
mods/void.sc2mod — base.sc2data/TriggerLibs/Zerg/ZergHigh.galaxy:968
AITechCount(player, c_ZU_Corruptor, c_techCountCompleteOnly) >= 6)
{
AINewTechStock(player);
AITechStockAdd(c_ZR_FlyerAttacks1);
AITechStockAdd(c_ZR_FlyerAttacks2);