# AISetSubStateChance
Flags —
Native
# Arguments
int
— subStateint
— chance
Returns — void
native void AISetSubStateChance(int subState, int chance);
# Related
Category: Unclassified
# Examples
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHigh.galaxy:179
if (openingType == e_buildType_Rush) {
AISetSubStateChance( e_hdBuildIndex_POpenRush_ZealotStalker, 100 ); // 100
//AISetSubStateChance( e_hdBuildIndex_POpenRush_ZealotStalker, 40 ); // 40
//AISetSubStateChance( e_hdBuildIndex_POpenRush_ProxyGate, 30 ); // 70
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHigh.galaxy:198
if (!AIHasNearbyOpenExpansion(player) && !AIIsExpandingOrHasExpanded(player)) {
// can't easily expand, go for a one base attack
AISetSubStateChance( e_hdBuildIndex_POpenAir_OneBaseAir, 70 ); // 70
AISetSubStateChance( e_hdBuildIndex_POpenAir_OneBaseDrop, 30 ); // 100
} else {
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHigh.galaxy:199
// can't easily expand, go for a one base attack
AISetSubStateChance( e_hdBuildIndex_POpenAir_OneBaseAir, 70 ); // 70
AISetSubStateChance( e_hdBuildIndex_POpenAir_OneBaseDrop, 30 ); // 100
} else {
AISetSubStateChance( e_hdBuildIndex_POpenAir_OneBaseAir, 10 ); // 10
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHigh.galaxy:201
AISetSubStateChance( e_hdBuildIndex_POpenAir_OneBaseDrop, 30 ); // 100
} else {
AISetSubStateChance( e_hdBuildIndex_POpenAir_OneBaseAir, 10 ); // 10
AISetSubStateChance( e_hdBuildIndex_POpenAir_OneBaseDrop, 5 ); // 15
AISetSubStateChance( e_hdBuildIndex_POpenAir_QuickExpandAir, 85 ); // 100
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHigh.galaxy:202
} else {
AISetSubStateChance( e_hdBuildIndex_POpenAir_OneBaseAir, 10 ); // 10
AISetSubStateChance( e_hdBuildIndex_POpenAir_OneBaseDrop, 5 ); // 15
AISetSubStateChance( e_hdBuildIndex_POpenAir_QuickExpandAir, 85 ); // 100
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHigh.galaxy:203
AISetSubStateChance( e_hdBuildIndex_POpenAir_OneBaseAir, 10 ); // 10
AISetSubStateChance( e_hdBuildIndex_POpenAir_OneBaseDrop, 5 ); // 15
AISetSubStateChance( e_hdBuildIndex_POpenAir_QuickExpandAir, 85 ); // 100
}
} else { ///if (openingType == e_buildType_Power)
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHigh.galaxy:224
if (openingType == e_buildType_Rush) {
AISetSubStateChance( e_hdBuildIndex_PMidRushTiming_FourGateRobo, 40 ); // 40
AISetSubStateChance( e_hdBuildIndex_PMidRushTiming_DefensiveExpand, 60 ); // 100
} else if (openingType == e_buildType_Timing) {
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHigh.galaxy:225
if (openingType == e_buildType_Rush) {
AISetSubStateChance( e_hdBuildIndex_PMidRushTiming_FourGateRobo, 40 ); // 40
AISetSubStateChance( e_hdBuildIndex_PMidRushTiming_DefensiveExpand, 60 ); // 100
} else if (openingType == e_buildType_Timing) {
AISetSubStateChance( e_hdBuildIndex_PMidRushTiming_FourGateRobo, 35 ); // 35
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHigh.galaxy:227
AISetSubStateChance( e_hdBuildIndex_PMidRushTiming_DefensiveExpand, 60 ); // 100
} else if (openingType == e_buildType_Timing) {
AISetSubStateChance( e_hdBuildIndex_PMidRushTiming_FourGateRobo, 35 ); // 35
AISetSubStateChance( e_hdBuildIndex_PMidRushTiming_DefensiveExpand, 65 ); // 100
} else if (openingType == e_buildType_Macro) {
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHigh.galaxy:228
} else if (openingType == e_buildType_Timing) {
AISetSubStateChance( e_hdBuildIndex_PMidRushTiming_FourGateRobo, 35 ); // 35
AISetSubStateChance( e_hdBuildIndex_PMidRushTiming_DefensiveExpand, 65 ); // 100
} else if (openingType == e_buildType_Macro) {
AISetSubStateChance( e_hdBuildIndex_PMidMacro_GateRobo, 90 ); // 90
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranHigh.galaxy:179
if (openingType == e_buildType_Rush) {
AISetSubStateChance( e_hdBuildIndex_TOpenRush_Marine, 80 ); // 80
AISetSubStateChance( e_hdBuildIndex_TOpenRush_MarineReaper, 20 ); // 100
//AISetSubStateChance( e_hdBuildIndex_TOpenRush_Marine, 50 ); // 50
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranHigh.galaxy:180
if (openingType == e_buildType_Rush) {
AISetSubStateChance( e_hdBuildIndex_TOpenRush_Marine, 80 ); // 80
AISetSubStateChance( e_hdBuildIndex_TOpenRush_MarineReaper, 20 ); // 100
//AISetSubStateChance( e_hdBuildIndex_TOpenRush_Marine, 50 ); // 50
//AISetSubStateChance( e_hdBuildIndex_TOpenRush_MarineReaper, 10 ); // 60
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranHigh.galaxy:199
if (!AIHasNearbyOpenExpansion(player) && !AIIsExpandingOrHasExpanded(player)) {
// can't easily expand, go for a one base attack
AISetSubStateChance( e_hdBuildIndex_TOpenAir_OneBaseAir, 50 ); // 50
AISetSubStateChance( e_hdBuildIndex_TOpenAir_CloakBanshee, 30 ); // 80
AISetSubStateChance( e_hdBuildIndex_TOpenAir_OneBaseDrop, 20 ); // 100
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranHigh.galaxy:200
// can't easily expand, go for a one base attack
AISetSubStateChance( e_hdBuildIndex_TOpenAir_OneBaseAir, 50 ); // 50
AISetSubStateChance( e_hdBuildIndex_TOpenAir_CloakBanshee, 30 ); // 80
AISetSubStateChance( e_hdBuildIndex_TOpenAir_OneBaseDrop, 20 ); // 100
} else {
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranHigh.galaxy:201
AISetSubStateChance( e_hdBuildIndex_TOpenAir_OneBaseAir, 50 ); // 50
AISetSubStateChance( e_hdBuildIndex_TOpenAir_CloakBanshee, 30 ); // 80
AISetSubStateChance( e_hdBuildIndex_TOpenAir_OneBaseDrop, 20 ); // 100
} else {
AISetSubStateChance( e_hdBuildIndex_TOpenAir_OneBaseAir, 10 ); // 10
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranHigh.galaxy:203
AISetSubStateChance( e_hdBuildIndex_TOpenAir_OneBaseDrop, 20 ); // 100
} else {
AISetSubStateChance( e_hdBuildIndex_TOpenAir_OneBaseAir, 10 ); // 10
AISetSubStateChance( e_hdBuildIndex_TOpenAir_CloakBanshee, 10 ); // 20
AISetSubStateChance( e_hdBuildIndex_TOpenAir_OneBaseDrop, 5 ); // 25
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranHigh.galaxy:204
} else {
AISetSubStateChance( e_hdBuildIndex_TOpenAir_OneBaseAir, 10 ); // 10
AISetSubStateChance( e_hdBuildIndex_TOpenAir_CloakBanshee, 10 ); // 20
AISetSubStateChance( e_hdBuildIndex_TOpenAir_OneBaseDrop, 5 ); // 25
AISetSubStateChance( e_hdBuildIndex_TOpenAir_QuickExpandAir, 75 ); // 100
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranHigh.galaxy:205
AISetSubStateChance( e_hdBuildIndex_TOpenAir_OneBaseAir, 10 ); // 10
AISetSubStateChance( e_hdBuildIndex_TOpenAir_CloakBanshee, 10 ); // 20
AISetSubStateChance( e_hdBuildIndex_TOpenAir_OneBaseDrop, 5 ); // 25
AISetSubStateChance( e_hdBuildIndex_TOpenAir_QuickExpandAir, 75 ); // 100
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranHigh.galaxy:206
AISetSubStateChance( e_hdBuildIndex_TOpenAir_CloakBanshee, 10 ); // 20
AISetSubStateChance( e_hdBuildIndex_TOpenAir_OneBaseDrop, 5 ); // 25
AISetSubStateChance( e_hdBuildIndex_TOpenAir_QuickExpandAir, 75 ); // 100
}
} else { ///if (openingType == e_buildType_Power)
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranHigh.galaxy:227
if (openingType == e_buildType_Rush) {
AISetSubStateChance( e_hdBuildIndex_TMidRushTiming_MMMedivac, 40 ); // 40
AISetSubStateChance( e_hdBuildIndex_TMidRushTiming_DefensiveExpand, 60 ); // 100
} else if (openingType == e_buildType_Timing) {
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Zerg/ZergHigh.galaxy:174
if (openingType == e_buildType_Rush) {
AISetSubStateChance( e_hdBuildIndex_ZOpenRush_6Pool, 50 ); // 50
AISetSubStateChance( e_hdBuildIndex_ZOpenRush_10Pool, 50 ); // 100
} else if (openingType == e_buildType_Timing) {
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Zerg/ZergHigh.galaxy:175
if (openingType == e_buildType_Rush) {
AISetSubStateChance( e_hdBuildIndex_ZOpenRush_6Pool, 50 ); // 50
AISetSubStateChance( e_hdBuildIndex_ZOpenRush_10Pool, 50 ); // 100
} else if (openingType == e_buildType_Timing) {
// random protoss terran zerg
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Zerg/ZergHigh.galaxy:183
} else if (openingType == e_buildType_Macro) {
// on average play a bit safer and head toward late game
AISetSubStateChance( e_hdBuildIndex_ZOpenPowerMacro_QuickExpGnd, 40 ); // 40
AISetSubStateChance( e_hdBuildIndex_ZOpenPowerMacro_DefenseExpGnd, 60 ); // 100
} else if (openingType == e_buildType_Air) {
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Zerg/ZergHigh.galaxy:184
// on average play a bit safer and head toward late game
AISetSubStateChance( e_hdBuildIndex_ZOpenPowerMacro_QuickExpGnd, 40 ); // 40
AISetSubStateChance( e_hdBuildIndex_ZOpenPowerMacro_DefenseExpGnd, 60 ); // 100
} else if (openingType == e_buildType_Air) {
if (!AIHasNearbyOpenExpansion(player) && !AIIsExpandingOrHasExpanded(player)) {
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Zerg/ZergHigh.galaxy:188
if (!AIHasNearbyOpenExpansion(player) && !AIIsExpandingOrHasExpanded(player)) {
// can't easily expand, go for a one base attack
AISetSubStateChance( e_hdBuildIndex_ZOpenAir_OneBaseMuta, 70 ); // 70
AISetSubStateChance( e_hdBuildIndex_ZOpenAir_OneBaseDrop, 30 ); // 100
} else {
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Zerg/ZergHigh.galaxy:189
// can't easily expand, go for a one base attack
AISetSubStateChance( e_hdBuildIndex_ZOpenAir_OneBaseMuta, 70 ); // 70
AISetSubStateChance( e_hdBuildIndex_ZOpenAir_OneBaseDrop, 30 ); // 100
} else {
AISetSubStateChance( e_hdBuildIndex_ZOpenAir_OneBaseMuta, 10 ); // 10
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Zerg/ZergHigh.galaxy:191
AISetSubStateChance( e_hdBuildIndex_ZOpenAir_OneBaseDrop, 30 ); // 100
} else {
AISetSubStateChance( e_hdBuildIndex_ZOpenAir_OneBaseMuta, 10 ); // 10
AISetSubStateChance( e_hdBuildIndex_ZOpenAir_OneBaseDrop, 5 ); // 15
AISetSubStateChance( e_hdBuildIndex_ZOpenAir_QuickExpandAir, 85 ); // 100
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Zerg/ZergHigh.galaxy:192
} else {
AISetSubStateChance( e_hdBuildIndex_ZOpenAir_OneBaseMuta, 10 ); // 10
AISetSubStateChance( e_hdBuildIndex_ZOpenAir_OneBaseDrop, 5 ); // 15
AISetSubStateChance( e_hdBuildIndex_ZOpenAir_QuickExpandAir, 85 ); // 100
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Zerg/ZergHigh.galaxy:193
AISetSubStateChance( e_hdBuildIndex_ZOpenAir_OneBaseMuta, 10 ); // 10
AISetSubStateChance( e_hdBuildIndex_ZOpenAir_OneBaseDrop, 5 ); // 15
AISetSubStateChance( e_hdBuildIndex_ZOpenAir_QuickExpandAir, 85 ); // 100
}
} else { ///if (openingType == e_buildType_Power)
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Zerg/ZergHigh.galaxy:197
} else { ///if (openingType == e_buildType_Power)
// be a bit more aggresive to hit a power timing
AISetSubStateChance( e_hdBuildIndex_ZOpenPowerMacro_QuickExpGnd, 70 ); // 70
AISetSubStateChance( e_hdBuildIndex_ZOpenPowerMacro_DefenseExpGnd, 30 ); // 100
}
mods/swarm.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHigh.galaxy:179
if (openingType == e_buildType_Rush) {
AISetSubStateChance( e_hdBuildIndex_POpenRush_ZealotStalker, 100 ); // 100
//AISetSubStateChance( e_hdBuildIndex_POpenRush_ZealotStalker, 40 ); // 40
//AISetSubStateChance( e_hdBuildIndex_POpenRush_ProxyGate, 30 ); // 70
mods/swarm.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHigh.galaxy:198
if (!AIHasNearbyOpenExpansion(player) && !AIIsExpandingOrHasExpanded(player)) {
// can't easily expand, go for a one base attack
AISetSubStateChance( e_hdBuildIndex_POpenAir_OneBaseAir, 70 ); // 70
AISetSubStateChance( e_hdBuildIndex_POpenAir_OneBaseDrop, 30 ); // 100
} else {
mods/swarm.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHigh.galaxy:199
// can't easily expand, go for a one base attack
AISetSubStateChance( e_hdBuildIndex_POpenAir_OneBaseAir, 70 ); // 70
AISetSubStateChance( e_hdBuildIndex_POpenAir_OneBaseDrop, 30 ); // 100
} else {
AISetSubStateChance( e_hdBuildIndex_POpenAir_OneBaseAir, 10 ); // 10
mods/swarm.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHigh.galaxy:201
AISetSubStateChance( e_hdBuildIndex_POpenAir_OneBaseDrop, 30 ); // 100
} else {
AISetSubStateChance( e_hdBuildIndex_POpenAir_OneBaseAir, 10 ); // 10
AISetSubStateChance( e_hdBuildIndex_POpenAir_OneBaseDrop, 5 ); // 15
AISetSubStateChance( e_hdBuildIndex_POpenAir_QuickExpandAir, 85 ); // 100
mods/swarm.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHigh.galaxy:202
} else {
AISetSubStateChance( e_hdBuildIndex_POpenAir_OneBaseAir, 10 ); // 10
AISetSubStateChance( e_hdBuildIndex_POpenAir_OneBaseDrop, 5 ); // 15
AISetSubStateChance( e_hdBuildIndex_POpenAir_QuickExpandAir, 85 ); // 100
}
mods/swarm.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHigh.galaxy:203
AISetSubStateChance( e_hdBuildIndex_POpenAir_OneBaseAir, 10 ); // 10
AISetSubStateChance( e_hdBuildIndex_POpenAir_OneBaseDrop, 5 ); // 15
AISetSubStateChance( e_hdBuildIndex_POpenAir_QuickExpandAir, 85 ); // 100
}
} else { ///if (openingType == e_buildType_Power)
mods/swarm.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHigh.galaxy:224
if (openingType == e_buildType_Rush) {
AISetSubStateChance( e_hdBuildIndex_PMidRushTiming_FourGateRobo, 40 ); // 40
AISetSubStateChance( e_hdBuildIndex_PMidRushTiming_DefensiveExpand, 60 ); // 100
} else if (openingType == e_buildType_Timing) {
mods/swarm.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHigh.galaxy:225
if (openingType == e_buildType_Rush) {
AISetSubStateChance( e_hdBuildIndex_PMidRushTiming_FourGateRobo, 40 ); // 40
AISetSubStateChance( e_hdBuildIndex_PMidRushTiming_DefensiveExpand, 60 ); // 100
} else if (openingType == e_buildType_Timing) {
AISetSubStateChance( e_hdBuildIndex_PMidRushTiming_FourGateRobo, 35 ); // 35
mods/swarm.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHigh.galaxy:227
AISetSubStateChance( e_hdBuildIndex_PMidRushTiming_DefensiveExpand, 60 ); // 100
} else if (openingType == e_buildType_Timing) {
AISetSubStateChance( e_hdBuildIndex_PMidRushTiming_FourGateRobo, 35 ); // 35
AISetSubStateChance( e_hdBuildIndex_PMidRushTiming_DefensiveExpand, 65 ); // 100
} else if (openingType == e_buildType_Macro) {
mods/swarm.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHigh.galaxy:228
} else if (openingType == e_buildType_Timing) {
AISetSubStateChance( e_hdBuildIndex_PMidRushTiming_FourGateRobo, 35 ); // 35
AISetSubStateChance( e_hdBuildIndex_PMidRushTiming_DefensiveExpand, 65 ); // 100
} else if (openingType == e_buildType_Macro) {
AISetSubStateChance( e_hdBuildIndex_PMidMacro_GateRobo, 90 ); // 90
mods/swarm.sc2mod — base.sc2data/TriggerLibs/Terran/TerranHigh.galaxy:179
if (openingType == e_buildType_Rush) {
AISetSubStateChance( e_hdBuildIndex_TOpenRush_Marine, 80 ); // 80
AISetSubStateChance( e_hdBuildIndex_TOpenRush_MarineReaper, 20 ); // 100
//AISetSubStateChance( e_hdBuildIndex_TOpenRush_Marine, 50 ); // 50
mods/swarm.sc2mod — base.sc2data/TriggerLibs/Terran/TerranHigh.galaxy:180
if (openingType == e_buildType_Rush) {
AISetSubStateChance( e_hdBuildIndex_TOpenRush_Marine, 80 ); // 80
AISetSubStateChance( e_hdBuildIndex_TOpenRush_MarineReaper, 20 ); // 100
//AISetSubStateChance( e_hdBuildIndex_TOpenRush_Marine, 50 ); // 50
//AISetSubStateChance( e_hdBuildIndex_TOpenRush_MarineReaper, 10 ); // 60
mods/swarm.sc2mod — base.sc2data/TriggerLibs/Terran/TerranHigh.galaxy:199
if (!AIHasNearbyOpenExpansion(player) && !AIIsExpandingOrHasExpanded(player)) {
// can't easily expand, go for a one base attack
AISetSubStateChance( e_hdBuildIndex_TOpenAir_OneBaseAir, 50 ); // 50
AISetSubStateChance( e_hdBuildIndex_TOpenAir_CloakBanshee, 30 ); // 80
AISetSubStateChance( e_hdBuildIndex_TOpenAir_OneBaseDrop, 20 ); // 100
mods/swarm.sc2mod — base.sc2data/TriggerLibs/Terran/TerranHigh.galaxy:200
// can't easily expand, go for a one base attack
AISetSubStateChance( e_hdBuildIndex_TOpenAir_OneBaseAir, 50 ); // 50
AISetSubStateChance( e_hdBuildIndex_TOpenAir_CloakBanshee, 30 ); // 80
AISetSubStateChance( e_hdBuildIndex_TOpenAir_OneBaseDrop, 20 ); // 100
} else {
mods/swarm.sc2mod — base.sc2data/TriggerLibs/Terran/TerranHigh.galaxy:201
AISetSubStateChance( e_hdBuildIndex_TOpenAir_OneBaseAir, 50 ); // 50
AISetSubStateChance( e_hdBuildIndex_TOpenAir_CloakBanshee, 30 ); // 80
AISetSubStateChance( e_hdBuildIndex_TOpenAir_OneBaseDrop, 20 ); // 100
} else {
AISetSubStateChance( e_hdBuildIndex_TOpenAir_OneBaseAir, 10 ); // 10
mods/swarm.sc2mod — base.sc2data/TriggerLibs/Terran/TerranHigh.galaxy:203
AISetSubStateChance( e_hdBuildIndex_TOpenAir_OneBaseDrop, 20 ); // 100
} else {
AISetSubStateChance( e_hdBuildIndex_TOpenAir_OneBaseAir, 10 ); // 10
AISetSubStateChance( e_hdBuildIndex_TOpenAir_CloakBanshee, 10 ); // 20
AISetSubStateChance( e_hdBuildIndex_TOpenAir_OneBaseDrop, 5 ); // 25
mods/swarm.sc2mod — base.sc2data/TriggerLibs/Terran/TerranHigh.galaxy:204
} else {
AISetSubStateChance( e_hdBuildIndex_TOpenAir_OneBaseAir, 10 ); // 10
AISetSubStateChance( e_hdBuildIndex_TOpenAir_CloakBanshee, 10 ); // 20
AISetSubStateChance( e_hdBuildIndex_TOpenAir_OneBaseDrop, 5 ); // 25
AISetSubStateChance( e_hdBuildIndex_TOpenAir_QuickExpandAir, 75 ); // 100
mods/swarm.sc2mod — base.sc2data/TriggerLibs/Terran/TerranHigh.galaxy:205
AISetSubStateChance( e_hdBuildIndex_TOpenAir_OneBaseAir, 10 ); // 10
AISetSubStateChance( e_hdBuildIndex_TOpenAir_CloakBanshee, 10 ); // 20
AISetSubStateChance( e_hdBuildIndex_TOpenAir_OneBaseDrop, 5 ); // 25
AISetSubStateChance( e_hdBuildIndex_TOpenAir_QuickExpandAir, 75 ); // 100
}
mods/swarm.sc2mod — base.sc2data/TriggerLibs/Terran/TerranHigh.galaxy:206
AISetSubStateChance( e_hdBuildIndex_TOpenAir_CloakBanshee, 10 ); // 20
AISetSubStateChance( e_hdBuildIndex_TOpenAir_OneBaseDrop, 5 ); // 25
AISetSubStateChance( e_hdBuildIndex_TOpenAir_QuickExpandAir, 75 ); // 100
}
} else { ///if (openingType == e_buildType_Power)
mods/swarm.sc2mod — base.sc2data/TriggerLibs/Terran/TerranHigh.galaxy:227
if (openingType == e_buildType_Rush) {
AISetSubStateChance( e_hdBuildIndex_TMidRushTiming_MMMedivac, 40 ); // 40
AISetSubStateChance( e_hdBuildIndex_TMidRushTiming_DefensiveExpand, 60 ); // 100
} else if (openingType == e_buildType_Timing) {
mods/swarm.sc2mod — base.sc2data/TriggerLibs/Zerg/ZergHigh.galaxy:176
if (openingType == e_buildType_Rush) {
AISetSubStateChance( e_hdBuildIndex_ZOpenRush_6Pool, 50 ); // 50
AISetSubStateChance( e_hdBuildIndex_ZOpenRush_10Pool, 50 ); // 100
} else if (openingType == e_buildType_Timing) {
mods/swarm.sc2mod — base.sc2data/TriggerLibs/Zerg/ZergHigh.galaxy:177
if (openingType == e_buildType_Rush) {
AISetSubStateChance( e_hdBuildIndex_ZOpenRush_6Pool, 50 ); // 50
AISetSubStateChance( e_hdBuildIndex_ZOpenRush_10Pool, 50 ); // 100
} else if (openingType == e_buildType_Timing) {
// random protoss terran zerg
mods/swarm.sc2mod — base.sc2data/TriggerLibs/Zerg/ZergHigh.galaxy:185
} else if (openingType == e_buildType_Macro) {
// on average play a bit safer and head toward late game
AISetSubStateChance( e_hdBuildIndex_ZOpenPowerMacro_QuickExpGnd, 40 ); // 40
AISetSubStateChance( e_hdBuildIndex_ZOpenPowerMacro_DefenseExpGnd, 60 ); // 100
} else if (openingType == e_buildType_Air) {
mods/swarm.sc2mod — base.sc2data/TriggerLibs/Zerg/ZergHigh.galaxy:186
// on average play a bit safer and head toward late game
AISetSubStateChance( e_hdBuildIndex_ZOpenPowerMacro_QuickExpGnd, 40 ); // 40
AISetSubStateChance( e_hdBuildIndex_ZOpenPowerMacro_DefenseExpGnd, 60 ); // 100
} else if (openingType == e_buildType_Air) {
if (!AIHasNearbyOpenExpansion(player) && !AIIsExpandingOrHasExpanded(player)) {
mods/swarm.sc2mod — base.sc2data/TriggerLibs/Zerg/ZergHigh.galaxy:190
if (!AIHasNearbyOpenExpansion(player) && !AIIsExpandingOrHasExpanded(player)) {
// can't easily expand, go for a one base attack
AISetSubStateChance( e_hdBuildIndex_ZOpenAir_OneBaseMuta, 70 ); // 70
AISetSubStateChance( e_hdBuildIndex_ZOpenAir_OneBaseDrop, 30 ); // 100
} else {
mods/swarm.sc2mod — base.sc2data/TriggerLibs/Zerg/ZergHigh.galaxy:191
// can't easily expand, go for a one base attack
AISetSubStateChance( e_hdBuildIndex_ZOpenAir_OneBaseMuta, 70 ); // 70
AISetSubStateChance( e_hdBuildIndex_ZOpenAir_OneBaseDrop, 30 ); // 100
} else {
AISetSubStateChance( e_hdBuildIndex_ZOpenAir_OneBaseMuta, 10 ); // 10
mods/swarm.sc2mod — base.sc2data/TriggerLibs/Zerg/ZergHigh.galaxy:193
AISetSubStateChance( e_hdBuildIndex_ZOpenAir_OneBaseDrop, 30 ); // 100
} else {
AISetSubStateChance( e_hdBuildIndex_ZOpenAir_OneBaseMuta, 10 ); // 10
AISetSubStateChance( e_hdBuildIndex_ZOpenAir_OneBaseDrop, 5 ); // 15
AISetSubStateChance( e_hdBuildIndex_ZOpenAir_QuickExpandAir, 85 ); // 100
mods/swarm.sc2mod — base.sc2data/TriggerLibs/Zerg/ZergHigh.galaxy:194
} else {
AISetSubStateChance( e_hdBuildIndex_ZOpenAir_OneBaseMuta, 10 ); // 10
AISetSubStateChance( e_hdBuildIndex_ZOpenAir_OneBaseDrop, 5 ); // 15
AISetSubStateChance( e_hdBuildIndex_ZOpenAir_QuickExpandAir, 85 ); // 100
}
mods/swarm.sc2mod — base.sc2data/TriggerLibs/Zerg/ZergHigh.galaxy:195
AISetSubStateChance( e_hdBuildIndex_ZOpenAir_OneBaseMuta, 10 ); // 10
AISetSubStateChance( e_hdBuildIndex_ZOpenAir_OneBaseDrop, 5 ); // 15
AISetSubStateChance( e_hdBuildIndex_ZOpenAir_QuickExpandAir, 85 ); // 100
}
} else { ///if (openingType == e_buildType_Power)
mods/swarm.sc2mod — base.sc2data/TriggerLibs/Zerg/ZergHigh.galaxy:199
} else { ///if (openingType == e_buildType_Power)
// be a bit more aggresive to hit a power timing
AISetSubStateChance( e_hdBuildIndex_ZOpenPowerMacro_QuickExpGnd, 70 ); // 70
AISetSubStateChance( e_hdBuildIndex_ZOpenPowerMacro_DefenseExpGnd, 30 ); // 100
}
mods/void.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHigh.galaxy:203
if (!AIHasNearbyOpenExpansion(player) && !AIIsExpandingOrHasExpanded(player)) {
// can't easily expand, go for a one base attack
AISetSubStateChance( e_hdBuildIndex_POpenAir_OneBaseAir, 70 ); // 70
AISetSubStateChance( e_hdBuildIndex_POpenAir_OneBaseDrop, 30 ); // 100
} else {
mods/void.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHigh.galaxy:204
// can't easily expand, go for a one base attack
AISetSubStateChance( e_hdBuildIndex_POpenAir_OneBaseAir, 70 ); // 70
AISetSubStateChance( e_hdBuildIndex_POpenAir_OneBaseDrop, 30 ); // 100
} else {
AISetSubStateChance( e_hdBuildIndex_POpenAir_OneBaseAir, 10 ); // 10
mods/void.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHigh.galaxy:206
AISetSubStateChance( e_hdBuildIndex_POpenAir_OneBaseDrop, 30 ); // 100
} else {
AISetSubStateChance( e_hdBuildIndex_POpenAir_OneBaseAir, 10 ); // 10
AISetSubStateChance( e_hdBuildIndex_POpenAir_OneBaseDrop, 5 ); // 15
AISetSubStateChance( e_hdBuildIndex_POpenAir_QuickExpandAir, 85 ); // 100
mods/void.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHigh.galaxy:207
} else {
AISetSubStateChance( e_hdBuildIndex_POpenAir_OneBaseAir, 10 ); // 10
AISetSubStateChance( e_hdBuildIndex_POpenAir_OneBaseDrop, 5 ); // 15
AISetSubStateChance( e_hdBuildIndex_POpenAir_QuickExpandAir, 85 ); // 100
}
mods/void.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHigh.galaxy:208
AISetSubStateChance( e_hdBuildIndex_POpenAir_OneBaseAir, 10 ); // 10
AISetSubStateChance( e_hdBuildIndex_POpenAir_OneBaseDrop, 5 ); // 15
AISetSubStateChance( e_hdBuildIndex_POpenAir_QuickExpandAir, 85 ); // 100
}
} else { ///if (openingType == e_buildType_Power)
mods/void.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHigh.galaxy:229
if (openingType == e_buildType_Rush) {
AISetSubStateChance( e_hdBuildIndex_PMidRushTiming_FourGateRobo, 40 ); // 40
AISetSubStateChance( e_hdBuildIndex_PMidRushTiming_DefensiveExpand, 60 ); // 100
} else if (openingType == e_buildType_Timing) {
mods/void.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHigh.galaxy:230
if (openingType == e_buildType_Rush) {
AISetSubStateChance( e_hdBuildIndex_PMidRushTiming_FourGateRobo, 40 ); // 40
AISetSubStateChance( e_hdBuildIndex_PMidRushTiming_DefensiveExpand, 60 ); // 100
} else if (openingType == e_buildType_Timing) {
AISetSubStateChance( e_hdBuildIndex_PMidRushTiming_FourGateRobo, 35 ); // 35
mods/void.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHigh.galaxy:232
AISetSubStateChance( e_hdBuildIndex_PMidRushTiming_DefensiveExpand, 60 ); // 100
} else if (openingType == e_buildType_Timing) {
AISetSubStateChance( e_hdBuildIndex_PMidRushTiming_FourGateRobo, 35 ); // 35
AISetSubStateChance( e_hdBuildIndex_PMidRushTiming_DefensiveExpand, 65 ); // 100
} else if (openingType == e_buildType_Macro) {
mods/void.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHigh.galaxy:233
} else if (openingType == e_buildType_Timing) {
AISetSubStateChance( e_hdBuildIndex_PMidRushTiming_FourGateRobo, 35 ); // 35
AISetSubStateChance( e_hdBuildIndex_PMidRushTiming_DefensiveExpand, 65 ); // 100
} else if (openingType == e_buildType_Macro) {
AISetSubStateChance( e_hdBuildIndex_PMidMacro_GateRobo, 90 ); // 90
mods/void.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHigh.galaxy:235
AISetSubStateChance( e_hdBuildIndex_PMidRushTiming_DefensiveExpand, 65 ); // 100
} else if (openingType == e_buildType_Macro) {
AISetSubStateChance( e_hdBuildIndex_PMidMacro_GateRobo, 90 ); // 90
AISetSubStateChance( e_hdBuildIndex_PMidMacro_GateAir, 10 ); // 100
} else if (openingType == e_buildType_Air) {
mods/void.sc2mod — base.sc2data/TriggerLibs/Terran/TerranHigh.galaxy:181
if (openingType == e_buildType_Rush) {
AISetSubStateChance( e_hdBuildIndex_TOpenRush_Marine, 80 ); // 80
AISetSubStateChance( e_hdBuildIndex_TOpenRush_MarineReaper, 20 ); // 100
//AISetSubStateChance( e_hdBuildIndex_TOpenRush_Marine, 50 ); // 50
mods/void.sc2mod — base.sc2data/TriggerLibs/Terran/TerranHigh.galaxy:182
if (openingType == e_buildType_Rush) {
AISetSubStateChance( e_hdBuildIndex_TOpenRush_Marine, 80 ); // 80
AISetSubStateChance( e_hdBuildIndex_TOpenRush_MarineReaper, 20 ); // 100
//AISetSubStateChance( e_hdBuildIndex_TOpenRush_Marine, 50 ); // 50
//AISetSubStateChance( e_hdBuildIndex_TOpenRush_MarineReaper, 10 ); // 60
mods/void.sc2mod — base.sc2data/TriggerLibs/Terran/TerranHigh.galaxy:201
if (!AIHasNearbyOpenExpansion(player) && !AIIsExpandingOrHasExpanded(player)) {
// can't easily expand, go for a one base attack
AISetSubStateChance( e_hdBuildIndex_TOpenAir_OneBaseAir, 50 ); // 50
AISetSubStateChance( e_hdBuildIndex_TOpenAir_CloakBanshee, 30 ); // 80
AISetSubStateChance( e_hdBuildIndex_TOpenAir_OneBaseDrop, 20 ); // 100
mods/void.sc2mod — base.sc2data/TriggerLibs/Terran/TerranHigh.galaxy:202
// can't easily expand, go for a one base attack
AISetSubStateChance( e_hdBuildIndex_TOpenAir_OneBaseAir, 50 ); // 50
AISetSubStateChance( e_hdBuildIndex_TOpenAir_CloakBanshee, 30 ); // 80
AISetSubStateChance( e_hdBuildIndex_TOpenAir_OneBaseDrop, 20 ); // 100
} else {
mods/void.sc2mod — base.sc2data/TriggerLibs/Terran/TerranHigh.galaxy:203
AISetSubStateChance( e_hdBuildIndex_TOpenAir_OneBaseAir, 50 ); // 50
AISetSubStateChance( e_hdBuildIndex_TOpenAir_CloakBanshee, 30 ); // 80
AISetSubStateChance( e_hdBuildIndex_TOpenAir_OneBaseDrop, 20 ); // 100
} else {
AISetSubStateChance( e_hdBuildIndex_TOpenAir_OneBaseAir, 10 ); // 10
mods/void.sc2mod — base.sc2data/TriggerLibs/Terran/TerranHigh.galaxy:205
AISetSubStateChance( e_hdBuildIndex_TOpenAir_OneBaseDrop, 20 ); // 100
} else {
AISetSubStateChance( e_hdBuildIndex_TOpenAir_OneBaseAir, 10 ); // 10
AISetSubStateChance( e_hdBuildIndex_TOpenAir_CloakBanshee, 10 ); // 20
AISetSubStateChance( e_hdBuildIndex_TOpenAir_OneBaseDrop, 5 ); // 25
mods/void.sc2mod — base.sc2data/TriggerLibs/Terran/TerranHigh.galaxy:206
} else {
AISetSubStateChance( e_hdBuildIndex_TOpenAir_OneBaseAir, 10 ); // 10
AISetSubStateChance( e_hdBuildIndex_TOpenAir_CloakBanshee, 10 ); // 20
AISetSubStateChance( e_hdBuildIndex_TOpenAir_OneBaseDrop, 5 ); // 25
AISetSubStateChance( e_hdBuildIndex_TOpenAir_QuickExpandAir, 75 ); // 100
mods/void.sc2mod — base.sc2data/TriggerLibs/Terran/TerranHigh.galaxy:207
AISetSubStateChance( e_hdBuildIndex_TOpenAir_OneBaseAir, 10 ); // 10
AISetSubStateChance( e_hdBuildIndex_TOpenAir_CloakBanshee, 10 ); // 20
AISetSubStateChance( e_hdBuildIndex_TOpenAir_OneBaseDrop, 5 ); // 25
AISetSubStateChance( e_hdBuildIndex_TOpenAir_QuickExpandAir, 75 ); // 100
}
mods/void.sc2mod — base.sc2data/TriggerLibs/Terran/TerranHigh.galaxy:208
AISetSubStateChance( e_hdBuildIndex_TOpenAir_CloakBanshee, 10 ); // 20
AISetSubStateChance( e_hdBuildIndex_TOpenAir_OneBaseDrop, 5 ); // 25
AISetSubStateChance( e_hdBuildIndex_TOpenAir_QuickExpandAir, 75 ); // 100
}
} else { ///if (openingType == e_buildType_Power)
mods/void.sc2mod — base.sc2data/TriggerLibs/Terran/TerranHigh.galaxy:229
if (openingType == e_buildType_Rush) {
AISetSubStateChance( e_hdBuildIndex_TMidRushTiming_MMMedivac, 40 ); // 40
AISetSubStateChance( e_hdBuildIndex_TMidRushTiming_DefensiveExpand, 60 ); // 100
} else if (openingType == e_buildType_Timing) {
mods/void.sc2mod — base.sc2data/TriggerLibs/Zerg/ZergHigh.galaxy:182
if (openingType == e_buildType_Rush) {
AISetSubStateChance( e_hdBuildIndex_ZOpenRush_6Pool, 50 ); // 50
AISetSubStateChance( e_hdBuildIndex_ZOpenRush_10Pool, 50 ); // 100
} else if (openingType == e_buildType_Timing) {
mods/void.sc2mod — base.sc2data/TriggerLibs/Zerg/ZergHigh.galaxy:183
if (openingType == e_buildType_Rush) {
AISetSubStateChance( e_hdBuildIndex_ZOpenRush_6Pool, 50 ); // 50
AISetSubStateChance( e_hdBuildIndex_ZOpenRush_10Pool, 50 ); // 100
} else if (openingType == e_buildType_Timing) {
// random protoss terran zerg
mods/void.sc2mod — base.sc2data/TriggerLibs/Zerg/ZergHigh.galaxy:191
} else if (openingType == e_buildType_Macro) {
// on average play a bit safer and head toward late game
AISetSubStateChance( e_hdBuildIndex_ZOpenPowerMacro_QuickExpGnd, 40 ); // 40
AISetSubStateChance( e_hdBuildIndex_ZOpenPowerMacro_DefenseExpGnd, 60 ); // 100
} else if (openingType == e_buildType_Air) {
mods/void.sc2mod — base.sc2data/TriggerLibs/Zerg/ZergHigh.galaxy:192
// on average play a bit safer and head toward late game
AISetSubStateChance( e_hdBuildIndex_ZOpenPowerMacro_QuickExpGnd, 40 ); // 40
AISetSubStateChance( e_hdBuildIndex_ZOpenPowerMacro_DefenseExpGnd, 60 ); // 100
} else if (openingType == e_buildType_Air) {
if (!AIHasNearbyOpenExpansion(player) && !AIIsExpandingOrHasExpanded(player)) {
mods/void.sc2mod — base.sc2data/TriggerLibs/Zerg/ZergHigh.galaxy:196
if (!AIHasNearbyOpenExpansion(player) && !AIIsExpandingOrHasExpanded(player)) {
// can't easily expand, go for a one base attack
AISetSubStateChance( e_hdBuildIndex_ZOpenAir_OneBaseMuta, 70 ); // 70
AISetSubStateChance( e_hdBuildIndex_ZOpenAir_OneBaseDrop, 30 ); // 100
} else {
mods/void.sc2mod — base.sc2data/TriggerLibs/Zerg/ZergHigh.galaxy:197
// can't easily expand, go for a one base attack
AISetSubStateChance( e_hdBuildIndex_ZOpenAir_OneBaseMuta, 70 ); // 70
AISetSubStateChance( e_hdBuildIndex_ZOpenAir_OneBaseDrop, 30 ); // 100
} else {
AISetSubStateChance( e_hdBuildIndex_ZOpenAir_OneBaseMuta, 10 ); // 10
mods/void.sc2mod — base.sc2data/TriggerLibs/Zerg/ZergHigh.galaxy:199
AISetSubStateChance( e_hdBuildIndex_ZOpenAir_OneBaseDrop, 30 ); // 100
} else {
AISetSubStateChance( e_hdBuildIndex_ZOpenAir_OneBaseMuta, 10 ); // 10
AISetSubStateChance( e_hdBuildIndex_ZOpenAir_OneBaseDrop, 5 ); // 15
AISetSubStateChance( e_hdBuildIndex_ZOpenAir_QuickExpandAir, 85 ); // 100
mods/void.sc2mod — base.sc2data/TriggerLibs/Zerg/ZergHigh.galaxy:200
} else {
AISetSubStateChance( e_hdBuildIndex_ZOpenAir_OneBaseMuta, 10 ); // 10
AISetSubStateChance( e_hdBuildIndex_ZOpenAir_OneBaseDrop, 5 ); // 15
AISetSubStateChance( e_hdBuildIndex_ZOpenAir_QuickExpandAir, 85 ); // 100
}
mods/void.sc2mod — base.sc2data/TriggerLibs/Zerg/ZergHigh.galaxy:201
AISetSubStateChance( e_hdBuildIndex_ZOpenAir_OneBaseMuta, 10 ); // 10
AISetSubStateChance( e_hdBuildIndex_ZOpenAir_OneBaseDrop, 5 ); // 15
AISetSubStateChance( e_hdBuildIndex_ZOpenAir_QuickExpandAir, 85 ); // 100
}
} else { ///if (openingType == e_buildType_Power)
mods/void.sc2mod — base.sc2data/TriggerLibs/Zerg/ZergHigh.galaxy:205
} else { ///if (openingType == e_buildType_Power)
// be a bit more aggresive to hit a power timing
AISetSubStateChance( e_hdBuildIndex_ZOpenPowerMacro_QuickExpGnd, 70 ); // 70
AISetSubStateChance( e_hdBuildIndex_ZOpenPowerMacro_DefenseExpGnd, 30 ); // 100
}