# Set StockUnitNext
Grammar — Increment stock count for unit type unitType by count for player player with ignore if queued set to ignoreIfQueued|Ignor If Queued
Flags —Native
|Action
Increments the stock count for the specified unit type by one if the Count parameter is set to 0, or the number of those units that are in progress or better is less than the specified Count. Does nothing if the Ignore If Queued parameter is set to true and the number of queued and in progress units of the specified type is greater than 0.
# Arguments
int
— Playerint
— Countstring
<gamelink::Unit> — Unit Typebool
— Ignore If Queued
Returns — void
native void AISetStockUnitNext(
int player,
int count,
string aliasUnitType,
bool when,
);
# Related
Category: AI Advanced / Construction / Actions
- Build —
void
— AIBuild - Train —
void
— AITrain - Research —
void
— AIResearch - Make Always —
void
— AIMakeAlways - Make Once —
void
— AIMakeOnce - Clear Build Queue —
void
— AIClearBuildQueue - Clear Train Queue —
void
— AIClearTrainQueue - Clear Research Queue —
void
— AIClearResearchQueue - Clear Stock —
void
— AIClearStock - Enable Stock —
void
— AIEnableStock - Set StockEx —
void
— AISetStockEx - Set Stock —
void
— AISetStock - Set StockOpt —
void
— AISetStockOpt - Set StockUnitNext —
void
— AISetStockUnitNext - Set StockTown —
bool
— AISetStockTown - Set StockExpand —
bool
— AISetStockExpand - Set StockAlias —
void
— AISetStockAlias - Set StockFree —
void
— AISetStockFree - Default Economy —
void
— AIDefaultEconomy - Default Expansion —
void
— AIDefaultExpansion
# Examples
mods/core.sc2mod — base.sc2data/TriggerLibs/MeleeHighAI.galaxy:113
}
AISetStock(player, countMinDesired, what);
AISetStockUnitNext( player, countTotal, what, when );
return;
}
mods/core.sc2mod — base.sc2data/TriggerLibs/MeleeHighAI.galaxy:118
if (countSameTech > 3 || countTotal > 5) {
// if we'd make sufficient of these units, it's worth making the tech
AISetStockUnitNext( player, countTotal, what, when );
return;
}
mods/core.sc2mod — base.sc2data/TriggerLibs/MeleeLowAI.galaxy:389
}
AISetStockUnitNext( player, count, worker, c_stockAlways );
}
mods/core.sc2mod — base.sc2data/TriggerLibs/MeleeLowAI.galaxy:636
}
AISetStockUnitNext( player, numTowns+1, c_ZU_Queen, c_stockAlways );
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossChIn.galaxy:2087
if (AIGetBuildingCountInTown(player, c_townMain, c_PB_Pylon, c_techCountQueuedOrBetter) < minPylonCount) {
minPylonCount = AITechCount(player, c_PB_Pylon, c_techCountQueuedOrBetter) + 1;
AISetStockUnitNext( player, minPylonCount, c_PB_Pylon, c_stockAlways );
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossChIn.galaxy:2159
// Addition production buildings
AISetStockUnitNext( player, 3, c_PB_Gateway, c_stockIdle );
// Other towns defense
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossChIn.galaxy:2171
// Multiple detectors & scouts & a transport
AISetStockUnitNext( player, 2, c_PU_Observer, c_stockAlways );
AISetStock( player, 1, c_PU_WarpPrism );
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossChIn.galaxy:2178
// Extra detection & scouts & transports
AISetStockUnitNext( player, 3, c_PU_Observer, c_stockAlways );
AISetStockUnitNext( player, 3, c_PU_WarpPrism, c_stockAlways );
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossChIn.galaxy:2179
// Extra detection & scouts & transports
AISetStockUnitNext( player, 3, c_PU_Observer, c_stockAlways );
AISetStockUnitNext( player, 3, c_PU_WarpPrism, c_stockAlways );
// Late expand
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossChIn.galaxy:2185
// Extra production buildings
AISetStockUnitNext( player, 6, c_PB_Gateway, c_stockIdle );
AISetStockUnitNext( player, 1, c_PB_TwilightCouncil, c_stockIdle );
AISetStockUnitNext( player, 3, c_PB_RoboticsFacility, c_stockIdle );
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossChIn.galaxy:2186
// Extra production buildings
AISetStockUnitNext( player, 6, c_PB_Gateway, c_stockIdle );
AISetStockUnitNext( player, 1, c_PB_TwilightCouncil, c_stockIdle );
AISetStockUnitNext( player, 3, c_PB_RoboticsFacility, c_stockIdle );
AISetStockUnitNext( player, 1, c_PB_Stargate, c_stockIdle );
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossChIn.galaxy:2187
AISetStockUnitNext( player, 6, c_PB_Gateway, c_stockIdle );
AISetStockUnitNext( player, 1, c_PB_TwilightCouncil, c_stockIdle );
AISetStockUnitNext( player, 3, c_PB_RoboticsFacility, c_stockIdle );
AISetStockUnitNext( player, 1, c_PB_Stargate, c_stockIdle );
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossChIn.galaxy:2188
AISetStockUnitNext( player, 1, c_PB_TwilightCouncil, c_stockIdle );
AISetStockUnitNext( player, 3, c_PB_RoboticsFacility, c_stockIdle );
AISetStockUnitNext( player, 1, c_PB_Stargate, c_stockIdle );
// Extra research buildings
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossChIn.galaxy:2192
// Extra research buildings
if (AIHasRes(player,700,500)) {
AISetStockUnitNext( player, 3, c_PB_Forge, c_stockAlways );
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossEasy.galaxy:210
AISetStock( player, 1, c_PB_CyberneticsCore );
AISetStockFarms( player, c_PB_Pylon, c_stockNormalFarms);
AISetStockUnitNext( player, 22, c_PU_Probe, c_stockIdle );
AISetStock( player, 1, c_PU_Stalker );
AISetStock( player, 2, c_PB_Assimilator );
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossEasy.galaxy:225
AISetStock( player, 2, c_PB_Assimilator );
AISetStock( player, 2, c_PB_Pylon );
AISetStockUnitNext( player, 22, c_PU_Probe, c_stockIdle );
AISetStockFarms( player, c_PB_Pylon, c_stockNormalFarms);
AISetStock( player, 1, c_PB_CyberneticsCore );
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossEasy.galaxy:708
if (buildType == e_buildType_Core) {
if (ProtossMacroExpand(player)) { return; }
AISetStockUnitNext( player, 3, c_PB_Gateway, c_stockIdle );
AISetStockUnitNext( player, 1, c_PB_RoboticsFacility, c_stockIdle );
AISetStockUnitNext( player, 1, c_PB_Stargate, c_stockIdle );
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossEasy.galaxy:709
if (ProtossMacroExpand(player)) { return; }
AISetStockUnitNext( player, 3, c_PB_Gateway, c_stockIdle );
AISetStockUnitNext( player, 1, c_PB_RoboticsFacility, c_stockIdle );
AISetStockUnitNext( player, 1, c_PB_Stargate, c_stockIdle );
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossEasy.galaxy:710
AISetStockUnitNext( player, 3, c_PB_Gateway, c_stockIdle );
AISetStockUnitNext( player, 1, c_PB_RoboticsFacility, c_stockIdle );
AISetStockUnitNext( player, 1, c_PB_Stargate, c_stockIdle );
}
else if (buildType == e_buildType_HighTech) {
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossEasy.galaxy:714
else if (buildType == e_buildType_HighTech) {
if (ProtossMacroExpand(player)) { return; }
AISetStockUnitNext( player, 3, c_PB_Gateway, c_stockIdle );
AISetStockUnitNext( player, 1, c_PB_RoboticsFacility, c_stockIdle );
AISetStockUnitNext( player, 1, c_PB_Stargate, c_stockIdle );
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossEasy.galaxy:715
if (ProtossMacroExpand(player)) { return; }
AISetStockUnitNext( player, 3, c_PB_Gateway, c_stockIdle );
AISetStockUnitNext( player, 1, c_PB_RoboticsFacility, c_stockIdle );
AISetStockUnitNext( player, 1, c_PB_Stargate, c_stockIdle );
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossEasy.galaxy:716
AISetStockUnitNext( player, 3, c_PB_Gateway, c_stockIdle );
AISetStockUnitNext( player, 1, c_PB_RoboticsFacility, c_stockIdle );
AISetStockUnitNext( player, 1, c_PB_Stargate, c_stockIdle );
}
else if (buildType == e_buildType_Special) {
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossEasy.galaxy:720
else if (buildType == e_buildType_Special) {
if (ProtossMacroExpand(player)) { return; }
AISetStockUnitNext( player, 3, c_PB_Gateway, c_stockIdle );
AISetStockUnitNext( player, 1, c_PB_RoboticsFacility, c_stockIdle );
AISetStockUnitNext( player, 1, c_PB_Stargate, c_stockIdle );
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossEasy.galaxy:721
if (ProtossMacroExpand(player)) { return; }
AISetStockUnitNext( player, 3, c_PB_Gateway, c_stockIdle );
AISetStockUnitNext( player, 1, c_PB_RoboticsFacility, c_stockIdle );
AISetStockUnitNext( player, 1, c_PB_Stargate, c_stockIdle );
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHard.galaxy:292
AISetStock( player, 1, c_PB_CyberneticsCore );
AISetStock( player, 1, c_PU_Zealot );
AISetStockUnitNext( player, 20, c_PU_Probe, c_stockIdle );
AISetStockFarms( player, c_PB_Pylon, c_stockNormalFarms);
AISetStock( player, 1, c_PU_Stalker );
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHard.galaxy:310
AISetStock( player, 1, c_PB_CyberneticsCore );
AISetStock( player, 1, c_PU_Zealot );
AISetStockUnitNext( player, 20, c_PU_Probe, c_stockIdle );
AISetStockFarms( player, c_PB_Pylon, c_stockNormalFarms);
AISetStock( player, 1, c_PU_Stalker );
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHard.galaxy:329
AISetStock( player, 1, c_PB_CyberneticsCore );
AISetStock( player, 1, c_PU_Zealot );
AISetStockUnitNext( player, 20, c_PU_Probe, c_stockIdle );
AISetStockFarms( player, c_PB_Pylon, c_stockNormalFarms);
AISetStock( player, 1, c_PU_Stalker );
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHard.galaxy:349
AISetStock( player, 18, c_PU_Probe );
AISetStockFarms( player, c_PB_Pylon, c_stockNormalFarms);
AISetStockUnitNext( player, 30, c_PU_Probe, c_stockIdle );
AISetStock( player, 1, c_PU_Stalker );
AISetStock( player, 2, c_PB_Gateway );
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHard.galaxy:367
AISetStock( player, 18, c_PU_Probe );
AISetStock( player, 2, c_PB_Pylon );
AISetStockUnitNext( player, 30, c_PU_Probe, c_stockIdle );
AISetStockFarms( player, c_PB_Pylon, c_stockNormalFarms);
AISetStock( player, 1, c_PB_CyberneticsCore );
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHard.galaxy:586
if (buildType == e_buildType_Rush) {
AISetStock( player, 1, c_PR_WarpGateResearch );
AISetStockUnitNext( player, 2, c_PB_Gateway, c_stockIdle );
}
else if (buildType == e_buildType_Timing) {
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHard.galaxy:590
else if (buildType == e_buildType_Timing) {
AISetStock( player, 1, c_PR_WarpGateResearch );
AISetStockUnitNext( player, 3, c_PB_Gateway, c_stockIdle );
}
else if (buildType == e_buildType_Power) {
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHard.galaxy:595
AISetStock( player, 1, c_PR_WarpGateResearch );
if (ProtossMacroExpand(player)) { return; }
AISetStockUnitNext( player, 3, c_PB_Gateway, c_stockIdle );
}
else if (buildType == e_buildType_Macro) {
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHard.galaxy:600
AISetStock( player, 1, c_PR_WarpGateResearch );
if (ProtossMacroExpand(player)) { return; }
AISetStockUnitNext( player, 3, c_PB_Gateway, c_stockIdle );
}
else if (buildType == e_buildType_Air) {
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHard.galaxy:604
else if (buildType == e_buildType_Air) {
if (ProtossMacroExpand(player)) { return; }
AISetStockUnitNext( player, 3, c_PB_Stargate, c_stockIdle );
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHdVH.galaxy:2086
if (AIGetBuildingCountInTown(player, c_townMain, c_PB_Pylon, c_techCountQueuedOrBetter) < minPylonCount) {
minPylonCount = AITechCount(player, c_PB_Pylon, c_techCountQueuedOrBetter) + 1;
AISetStockUnitNext( player, minPylonCount, c_PB_Pylon, c_stockAlways );
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHdVH.galaxy:2152
// Addition production buildings
AISetStockUnitNext( player, 3, c_PB_Gateway, c_stockIdle );
// Other towns defense
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHdVH.galaxy:2167
// Multiple detectors & scouts & a transport
AISetStockUnitNext( player, 2, c_PU_Observer, c_stockAlways );
AISetStock( player, 1, c_PU_WarpPrism );
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHdVH.galaxy:2174
// Extra detection & scouts & transports
AISetStockUnitNext( player, 3, c_PU_Observer, c_stockAlways );
AISetStockUnitNext( player, 2, c_PU_WarpPrism, c_stockAlways );
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHdVH.galaxy:2175
// Extra detection & scouts & transports
AISetStockUnitNext( player, 3, c_PU_Observer, c_stockAlways );
AISetStockUnitNext( player, 2, c_PU_WarpPrism, c_stockAlways );
// Late expand
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHdVH.galaxy:2181
// Extra production buildings
AISetStockUnitNext( player, 6, c_PB_Gateway, c_stockIdle );
AISetStockUnitNext( player, 1, c_PB_TwilightCouncil, c_stockIdle );
AISetStockUnitNext( player, 3, c_PB_RoboticsFacility, c_stockIdle );
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHdVH.galaxy:2182
// Extra production buildings
AISetStockUnitNext( player, 6, c_PB_Gateway, c_stockIdle );
AISetStockUnitNext( player, 1, c_PB_TwilightCouncil, c_stockIdle );
AISetStockUnitNext( player, 3, c_PB_RoboticsFacility, c_stockIdle );
AISetStockUnitNext( player, 1, c_PB_Stargate, c_stockIdle );
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHdVH.galaxy:2183
AISetStockUnitNext( player, 6, c_PB_Gateway, c_stockIdle );
AISetStockUnitNext( player, 1, c_PB_TwilightCouncil, c_stockIdle );
AISetStockUnitNext( player, 3, c_PB_RoboticsFacility, c_stockIdle );
AISetStockUnitNext( player, 1, c_PB_Stargate, c_stockIdle );
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHdVH.galaxy:2184
AISetStockUnitNext( player, 1, c_PB_TwilightCouncil, c_stockIdle );
AISetStockUnitNext( player, 3, c_PB_RoboticsFacility, c_stockIdle );
AISetStockUnitNext( player, 1, c_PB_Stargate, c_stockIdle );
// Extra research buildings
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHdVH.galaxy:2188
// Extra research buildings
if (AIHasRes(player,700,500)) {
AISetStockUnitNext( player, 3, c_PB_Forge, c_stockAlways );
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHigh.galaxy:865
AISetStock( player, 1, c_PR_GroundWeapons1 );
AISetStock( player, 1, c_PR_GroundArmor1 );
AISetStockUnitNext( player, 2, c_PB_Forge, c_stockAlways );
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHigh.galaxy:888
AISetStockTechNextUnCap(player,1000,1000);
AISetStockUnitNext( player, 2, c_PB_Forge, c_stockAlways );
if (AITechCount(player, c_PU_Zealot, c_techCountCompleteOnly) >= 8) {
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHigh.galaxy:947
if (AIGetUserInt(player, c_numGroundStartLocs) > 0) {
if (AIHasRes(player,700,0)) {
AISetStockUnitNext( player, 4, c_PB_Gateway, c_stockIdle );
if (AITechCount(player, c_PB_Gateway, c_techCountInProgressOrBetter) >= 4) {
if (AIHasRes(player,700,600)) {
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHigh.galaxy:951
if (AIHasRes(player,700,600)) {
if (AITechCount(player, c_PB_RoboticsFacility, c_techCountInProgressOrBetter) > 0) {
AISetStockUnitNext( player, 3, c_PB_RoboticsFacility, c_stockIdle );
}
if (AITechCount(player, c_PB_Stargate, c_techCountInProgressOrBetter) > 0) {
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHigh.galaxy:954
}
if (AITechCount(player, c_PB_Stargate, c_techCountInProgressOrBetter) > 0) {
AISetStockUnitNext( player, 3, c_PB_Stargate, c_stockIdle );
}
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHigh.galaxy:1198
if (state == e_armyTypeMinimum) {
// bare minimum army, only thing higher priority is bare minimum economy
AISetStockUnitNext( player, 2, c_PU_Zealot, c_stockAlways );
AISetStockUnitNext( player, 2, c_PU_Stalker, c_stockAlways );
AISetStockUnitNext( player, 2, c_PB_Gateway, c_stockIdle );
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHigh.galaxy:1199
// bare minimum army, only thing higher priority is bare minimum economy
AISetStockUnitNext( player, 2, c_PU_Zealot, c_stockAlways );
AISetStockUnitNext( player, 2, c_PU_Stalker, c_stockAlways );
AISetStockUnitNext( player, 2, c_PB_Gateway, c_stockIdle );
return true; // 8 food cap
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHigh.galaxy:1200
AISetStockUnitNext( player, 2, c_PU_Zealot, c_stockAlways );
AISetStockUnitNext( player, 2, c_PU_Stalker, c_stockAlways );
AISetStockUnitNext( player, 2, c_PB_Gateway, c_stockIdle );
return true; // 8 food cap
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHigh.galaxy:1205
if (state == e_armyTypeBase) {
// barely adequete army including anti-air, higher priority than full economy and low expanding
AISetStockUnitNext( player, 4, c_PU_Stalker, c_stockAlways );
AISetStockUnitNext( player, 1, c_PU_Sentry, c_stockAlways );
AISetStockUnitNext( player, 4, c_PU_Zealot, c_stockAlways );
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHigh.galaxy:1206
// barely adequete army including anti-air, higher priority than full economy and low expanding
AISetStockUnitNext( player, 4, c_PU_Stalker, c_stockAlways );
AISetStockUnitNext( player, 1, c_PU_Sentry, c_stockAlways );
AISetStockUnitNext( player, 4, c_PU_Zealot, c_stockAlways );
return true; // 18 food cap
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossMdHd.galaxy:257
AISetStock( player, 1, c_PB_CyberneticsCore );
AISetStock( player, 1, c_PU_Zealot );
AISetStockUnitNext( player, 20, c_PU_Probe, c_stockIdle );
AISetStockFarms( player, c_PB_Pylon, c_stockNormalFarms);
AISetStock( player, 1, c_PU_Stalker );
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossMdHd.galaxy:275
AISetStock( player, 1, c_PB_CyberneticsCore );
AISetStock( player, 1, c_PU_Zealot );
AISetStockUnitNext( player, 20, c_PU_Probe, c_stockIdle );
AISetStockFarms( player, c_PB_Pylon, c_stockNormalFarms);
AISetStock( player, 1, c_PU_Stalker );
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossMdHd.galaxy:294
AISetStock( player, 1, c_PB_CyberneticsCore );
AISetStock( player, 1, c_PU_Zealot );
AISetStockUnitNext( player, 20, c_PU_Probe, c_stockIdle );
AISetStockFarms( player, c_PB_Pylon, c_stockNormalFarms);
AISetStock( player, 1, c_PU_Stalker );
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossMdHd.galaxy:314
AISetStock( player, 18, c_PU_Probe );
AISetStockFarms( player, c_PB_Pylon, c_stockNormalFarms);
AISetStockUnitNext( player, 26, c_PU_Probe, c_stockIdle );
AISetStock( player, 1, c_PU_Stalker );
AISetStock( player, 2, c_PB_Gateway );
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossMdHd.galaxy:332
AISetStock( player, 18, c_PU_Probe );
AISetStock( player, 2, c_PB_Pylon );
AISetStockUnitNext( player, 26, c_PU_Probe, c_stockIdle );
AISetStockFarms( player, c_PB_Pylon, c_stockNormalFarms);
AISetStock( player, 1, c_PB_CyberneticsCore );
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossMdHd.galaxy:548
if (buildType == e_buildType_Rush) {
AISetStock( player, 1, c_PR_WarpGateResearch );
AISetStockUnitNext( player, 2, c_PB_Gateway, c_stockIdle );
}
else if (buildType == e_buildType_Timing) {
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossMdHd.galaxy:552
else if (buildType == e_buildType_Timing) {
AISetStock( player, 1, c_PR_WarpGateResearch );
AISetStockUnitNext( player, 3, c_PB_Gateway, c_stockIdle );
}
else if (buildType == e_buildType_Power) {
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossMdHd.galaxy:557
AISetStock( player, 1, c_PR_WarpGateResearch );
if (ProtossMacroExpand(player)) { return; }
AISetStockUnitNext( player, 3, c_PB_Gateway, c_stockIdle );
}
else if (buildType == e_buildType_Macro) {
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossMdHd.galaxy:562
AISetStock( player, 1, c_PR_WarpGateResearch );
if (ProtossMacroExpand(player)) { return; }
AISetStockUnitNext( player, 3, c_PB_Gateway, c_stockIdle );
}
else if (buildType == e_buildType_Air) {
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossMdHd.galaxy:566
else if (buildType == e_buildType_Air) {
if (ProtossMacroExpand(player)) { return; }
AISetStockUnitNext( player, 3, c_PB_Stargate, c_stockIdle );
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossMedi.galaxy:274
AISetStock( player, 18, c_PU_Probe );
AISetStockFarms( player, c_PB_Pylon, c_stockNormalFarms);
AISetStockUnitNext( player, 24, c_PU_Probe, c_stockIdle );
AISetStock( player, 1, c_PU_Stalker );
AISetStock( player, 2, c_PB_Gateway );
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossMedi.galaxy:292
AISetStock( player, 18, c_PU_Probe );
AISetStock( player, 2, c_PB_Pylon );
AISetStockUnitNext( player, 24, c_PU_Probe, c_stockIdle );
AISetStockFarms( player, c_PB_Pylon, c_stockNormalFarms);
AISetStock( player, 1, c_PB_CyberneticsCore );
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossMedi.galaxy:464
else if (buildType == e_buildType_Timing) {
AISetStock( player, 1, c_PR_WarpGateResearch );
AISetStockUnitNext( player, 2, c_PB_Gateway, c_stockIdle );
}
else if (buildType == e_buildType_Power) {
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossMedi.galaxy:469
AISetStock( player, 1, c_PR_WarpGateResearch );
if (ProtossMacroExpand(player)) { return; }
AISetStockUnitNext( player, 2, c_PB_Gateway, c_stockIdle );
}
else if (buildType == e_buildType_Macro) {
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossMedi.galaxy:474
AISetStock( player, 1, c_PR_WarpGateResearch );
if (ProtossMacroExpand(player)) { return; }
AISetStockUnitNext( player, 2, c_PB_Gateway, c_stockIdle );
}
else if (buildType == e_buildType_Air) {
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossMedi.galaxy:478
else if (buildType == e_buildType_Air) {
if (ProtossMacroExpand(player)) { return; }
AISetStockUnitNext( player, 2, c_PB_Stargate, c_stockIdle );
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossMedi.galaxy:820
if (buildType == e_buildType_Core) {
if (ProtossMacroExpand(player)) { return; }
AISetStockUnitNext( player, 4, c_PB_Gateway, c_stockIdle );
AISetStockUnitNext( player, 2, c_PB_RoboticsFacility, c_stockIdle );
AISetStockUnitNext( player, 2, c_PB_Stargate, c_stockIdle );
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossMedi.galaxy:821
if (ProtossMacroExpand(player)) { return; }
AISetStockUnitNext( player, 4, c_PB_Gateway, c_stockIdle );
AISetStockUnitNext( player, 2, c_PB_RoboticsFacility, c_stockIdle );
AISetStockUnitNext( player, 2, c_PB_Stargate, c_stockIdle );
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossMedi.galaxy:822
AISetStockUnitNext( player, 4, c_PB_Gateway, c_stockIdle );
AISetStockUnitNext( player, 2, c_PB_RoboticsFacility, c_stockIdle );
AISetStockUnitNext( player, 2, c_PB_Stargate, c_stockIdle );
}
else if (buildType == e_buildType_HighTech) {
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossMedi.galaxy:826
else if (buildType == e_buildType_HighTech) {
if (ProtossMacroExpand(player)) { return; }
AISetStockUnitNext( player, 4, c_PB_Gateway, c_stockIdle );
AISetStockUnitNext( player, 2, c_PB_RoboticsFacility, c_stockIdle );
AISetStockUnitNext( player, 2, c_PB_Stargate, c_stockIdle );
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossVyEy.galaxy:189
AISetStock( player, 1, c_PB_CyberneticsCore );
AISetStockFarms( player, c_PB_Pylon, c_stockNormalFarms);
AISetStockUnitNext( player, 20, c_PU_Probe, c_stockIdle );
AISetStock( player, 1, c_PU_Stalker );
AISetStock( player, 2, c_PB_Assimilator );
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossVyEy.galaxy:203
AISetStock( player, 2, c_PB_Assimilator );
AISetStock( player, 2, c_PB_Pylon );
AISetStockUnitNext( player, 20, c_PU_Probe, c_stockIdle );
AISetStockFarms( player, c_PB_Pylon, c_stockNormalFarms);
AISetStock( player, 1, c_PB_CyberneticsCore );
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossVyEy.galaxy:656
if (buildType == e_buildType_Core) {
if (ProtossMacroExpand(player)) { return; }
AISetStockUnitNext( player, 3, c_PB_Gateway, c_stockIdle );
AISetStockUnitNext( player, 1, c_PB_RoboticsFacility, c_stockIdle );
AISetStockUnitNext( player, 1, c_PB_Stargate, c_stockIdle );
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossVyEy.galaxy:657
if (ProtossMacroExpand(player)) { return; }
AISetStockUnitNext( player, 3, c_PB_Gateway, c_stockIdle );
AISetStockUnitNext( player, 1, c_PB_RoboticsFacility, c_stockIdle );
AISetStockUnitNext( player, 1, c_PB_Stargate, c_stockIdle );
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossVyEy.galaxy:658
AISetStockUnitNext( player, 3, c_PB_Gateway, c_stockIdle );
AISetStockUnitNext( player, 1, c_PB_RoboticsFacility, c_stockIdle );
AISetStockUnitNext( player, 1, c_PB_Stargate, c_stockIdle );
}
else if (buildType == e_buildType_HighTech) {
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossVyEy.galaxy:662
else if (buildType == e_buildType_HighTech) {
if (ProtossMacroExpand(player)) { return; }
AISetStockUnitNext( player, 3, c_PB_Gateway, c_stockIdle );
AISetStockUnitNext( player, 1, c_PB_RoboticsFacility, c_stockIdle );
AISetStockUnitNext( player, 1, c_PB_Stargate, c_stockIdle );
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossVyEy.galaxy:663
if (ProtossMacroExpand(player)) { return; }
AISetStockUnitNext( player, 3, c_PB_Gateway, c_stockIdle );
AISetStockUnitNext( player, 1, c_PB_RoboticsFacility, c_stockIdle );
AISetStockUnitNext( player, 1, c_PB_Stargate, c_stockIdle );
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossVyEy.galaxy:664
AISetStockUnitNext( player, 3, c_PB_Gateway, c_stockIdle );
AISetStockUnitNext( player, 1, c_PB_RoboticsFacility, c_stockIdle );
AISetStockUnitNext( player, 1, c_PB_Stargate, c_stockIdle );
}
else if (buildType == e_buildType_Special) {
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossVyEy.galaxy:668
else if (buildType == e_buildType_Special) {
if (ProtossMacroExpand(player)) { return; }
AISetStockUnitNext( player, 3, c_PB_Gateway, c_stockIdle );
AISetStockUnitNext( player, 1, c_PB_RoboticsFacility, c_stockIdle );
AISetStockUnitNext( player, 1, c_PB_Stargate, c_stockIdle );
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossVyEy.galaxy:669
if (ProtossMacroExpand(player)) { return; }
AISetStockUnitNext( player, 3, c_PB_Gateway, c_stockIdle );
AISetStockUnitNext( player, 1, c_PB_RoboticsFacility, c_stockIdle );
AISetStockUnitNext( player, 1, c_PB_Stargate, c_stockIdle );
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossVyHd.galaxy:2117
if (AIGetBuildingCountInTown(player, c_townMain, c_PB_Pylon, c_techCountQueuedOrBetter) < minPylonCount) {
minPylonCount = AITechCount(player, c_PB_Pylon, c_techCountQueuedOrBetter) + 1;
AISetStockUnitNext( player, minPylonCount, c_PB_Pylon, c_stockAlways );
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossVyHd.galaxy:2186
// Addition production buildings
AISetStockUnitNext( player, 3, c_PB_Gateway, c_stockIdle );
// Other towns defense
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossVyHd.galaxy:2198
// Multiple detectors & scouts & a transport
AISetStockUnitNext( player, 2, c_PU_Observer, c_stockAlways );
AISetStock( player, 1, c_PU_WarpPrism );
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossVyHd.galaxy:2205
// Extra detection & scouts & transports
AISetStockUnitNext( player, 3, c_PU_Observer, c_stockAlways );
AISetStockUnitNext( player, 2, c_PU_WarpPrism, c_stockAlways );
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossVyHd.galaxy:2206
// Extra detection & scouts & transports
AISetStockUnitNext( player, 3, c_PU_Observer, c_stockAlways );
AISetStockUnitNext( player, 2, c_PU_WarpPrism, c_stockAlways );
// Late expand
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossVyHd.galaxy:2212
// Extra production buildings
AISetStockUnitNext( player, 6, c_PB_Gateway, c_stockIdle );
AISetStockUnitNext( player, 1, c_PB_TwilightCouncil, c_stockIdle );
AISetStockUnitNext( player, 3, c_PB_RoboticsFacility, c_stockIdle );
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossVyHd.galaxy:2213
// Extra production buildings
AISetStockUnitNext( player, 6, c_PB_Gateway, c_stockIdle );
AISetStockUnitNext( player, 1, c_PB_TwilightCouncil, c_stockIdle );
AISetStockUnitNext( player, 3, c_PB_RoboticsFacility, c_stockIdle );
AISetStockUnitNext( player, 1, c_PB_Stargate, c_stockIdle );
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossVyHd.galaxy:2214
AISetStockUnitNext( player, 6, c_PB_Gateway, c_stockIdle );
AISetStockUnitNext( player, 1, c_PB_TwilightCouncil, c_stockIdle );
AISetStockUnitNext( player, 3, c_PB_RoboticsFacility, c_stockIdle );
AISetStockUnitNext( player, 1, c_PB_Stargate, c_stockIdle );
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossVyHd.galaxy:2215
AISetStockUnitNext( player, 1, c_PB_TwilightCouncil, c_stockIdle );
AISetStockUnitNext( player, 3, c_PB_RoboticsFacility, c_stockIdle );
AISetStockUnitNext( player, 1, c_PB_Stargate, c_stockIdle );
// Extra research buildings
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossVyHd.galaxy:2219
// Extra research buildings
if (AIHasRes(player,700,500)) {
AISetStockUnitNext( player, 3, c_PB_Forge, c_stockAlways );
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranChIn.galaxy:2646
// Multiple detectors & scouts & a transport
AISetStockUnitNext( player, 1, c_TU_Medivac, c_stockAlways );
AISetStockUnitNext( player, 2, c_TU_Raven, c_stockAlways );
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranChIn.galaxy:2647
// Multiple detectors & scouts & a transport
AISetStockUnitNext( player, 1, c_TU_Medivac, c_stockAlways );
AISetStockUnitNext( player, 2, c_TU_Raven, c_stockAlways );
// Middle expand
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranChIn.galaxy:2653
// Extra detection & scouts & transports
AISetStockUnitNext( player, 4, c_TU_Medivac, c_stockAlways );
// Late expand
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranChIn.galaxy:2659
// Extra production buildings
AISetStockUnitNext( player, 4, c_TB_Barracks, c_stockIdle );
AISetStockUnitNext( player, 1, c_TB_BarracksTechLab, c_stockIdle );
AISetStockUnitNext( player, 1, c_TB_BarracksReactor, c_stockIdle );
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranChIn.galaxy:2660
// Extra production buildings
AISetStockUnitNext( player, 4, c_TB_Barracks, c_stockIdle );
AISetStockUnitNext( player, 1, c_TB_BarracksTechLab, c_stockIdle );
AISetStockUnitNext( player, 1, c_TB_BarracksReactor, c_stockIdle );
AISetStockUnitNext( player, 2, c_TB_Factory, c_stockIdle );
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranChIn.galaxy:2661
AISetStockUnitNext( player, 4, c_TB_Barracks, c_stockIdle );
AISetStockUnitNext( player, 1, c_TB_BarracksTechLab, c_stockIdle );
AISetStockUnitNext( player, 1, c_TB_BarracksReactor, c_stockIdle );
AISetStockUnitNext( player, 2, c_TB_Factory, c_stockIdle );
AISetStockUnitNext( player, 2, c_TB_Starport, c_stockIdle );