Toolbox AI
Written by Nekron


Upgrade Scripts

The following areatown scripts research certain upgrades and spells.

Terran 6 - Zerg Support Town

  • Rebuilds:
    • 3 drones
    • 1 hatchery
    • 1 spawning pool
    • 1 hydra den
  • Upgrades:
    • z_carapace, z_flyer_carapace, z_melee_attack to level 1
    • overlord_speed
    • overlord_capacity
    • zergling_speed
    • hydralisk_speed
    • hydralisk_range
  • Researches:
    • burrowing


Terran 7 - Right Zerg Town

  • Rebuilds:
    • 5 drones
    • 1 hatchery
  • Upgrades: (all to level 1)
    • z_carapace, z_flyer_carapace, z_flyer_attack, z_melee_attack, z_missile_attack to level 1
    • overlord_speed
    • overlord_capacity
    • zergling_speed
    • zergling_attack
    • hydralisk_speed
    • hydralisk_range
  • Researches:
    • burrowing, ensnare and parasite

Defense Scripts

The following areatown or generic (meaning they don't have to be ran over a town, just any location on the map instead) scripts affect the defensive capabilities of a given AI player.

Zerg 9 - Left Orange Protoss
Has to be ran slightly after the main scripts, since subsequent max_force calls overwrite eachother

  • Rebuilds:
    • 1 nexus
    • 3 probes
  • Sets max_force to 1600 (highest in the game with vanilla scripts)


Brood War Protoss 1A, 1B

  • Rebuilds:
    • nothing
  • Both of them call capt_expand 2 times
  • Upgrades:
    • overlord_speed


Brood War Zerg 1F

  • Calls help_iftrouble
  • Sets max_force to 1200

Multi-Purpose Scripts

The following areatown scripts make both the AI's defense and attacks stronger.

Protoss 7 - Left Protoss Town

  • Rebuilds:
    • 1 nexus
    • 4 probes
  • Sets max_force to 1300
  • Attacks with up to:
    • 5 scouts
    • 4 reavers
  • Defends with:
    • zealots
    • reavers
    • dragoons
    • scouts
  • Researches:
    • psi_storm
    • stasis_field


Protoss 8 - Left Protoss Town

  • Rebuilds:
    • 1 nexus
    • 4 probes
  • Sets max_force to 1500
  • Attacks with:
    • small amounts of zealots and dragoons initially
    • eventually, scout + reaver + carrier + arbiter + dragoon attacks
    • has huge waits between each attack
  • Defends with:
    • zealots
    • reavers
    • dragoons
    • scouts
    • carriers
  • Upgrades:
    • Up to 3/3 on both air and ground units
    • Most unit upgrades
  • Researches:
    • Hallucination


BW Terran 5C
Technically a main town script, needs to be used BEFORE other main town scripts

  • Rebuilds:
    • nothing
  • Sets max_force to 800
  • Upgrades:
    • up to 2/2 terran upgrades (lengthy wait)
  • Attacks with:
    • all vanilla Terran units besides Battlecruisers
    • long delays, large attack counts
  • Defends with:
    • all vanilla Terran units besides Battlecruisers
  • Sets Science Vessels, Battlecruisers, and expansion terran units to a max limit of 0 unless overwritten by the script that follows it


BW Zerg 2A
Technically a main town script, needs to be used BEFORE other main town scripts

  • Rebuilds:
    • nothing
  • Attacks with:
    • marines, firebats, siege_tanks, wraiths, medics, goliaths
    • middling delays between attacks
  • Defends with:
    • marines, firebats, wraiths
  • Researches:
    • restoration
    • siege_mode

Attack scripts

The following areatown or generic scripts improve the attack capabilities of the AI.

Zerg 7- Air Town

  • Rebuilds:
    • 1 hatchery
    • 3 drones
    • 1 spawning_pool
    • 1 hydralisk_den
    • 1 spire
  • Attacks with:
    • small amounts of hydras, zerglings, mutalisks, ultralisks and scourge
    • large delays between attacks


BW Protoss 5A, B
Easily stackable

  • Rebuilds:
    • nothing
  • Attacks with:
    • moderate amounts of mutalisks, hydralisks, zerglings, ultralisks, and guardians
    • small delays between attacks


BW Terran 8C
Theoretically an areatown script that researches to 3/3 zerg upgrades with some techs in between, but it'd be mainly used for attacking only - however, as it IS an areatown, it needs to cover at least 1 building or beacon to work

  • Attacks with:
    • moderate amounts of zerglings, hydralisks, lurkers, infested_terrans, mutalisks, guardians, devourers
    • moderate to huge waits between attacks
  • Calls kill_thread

Guard scripts

These simple (requiring few buildings) areatown scripts place specific guards in the area.

BW Zerg 4C

  • Rebuilds:
    • 1 command center
    • 1 scv
  • Places a single medic guard


BW Zerg 5E

  • Rebuilds:
    • 1 nexus
    • 2 probes
  • Places a single high_templar guard