# For Each Behavior On Unit
Grammar — For each behavior var on unit do (Actions)
Flags —SubFunctions|Action
Runs the contained actions once for each unit in the unit group.
# Arguments
anyvariable— Behaviorunit— Unit
Returns — void
#AUTOVAR(u, unit) = #PARAM(unit);
#AUTOVAR(i) = 1;
for ( ; #AUTOVAR(i) <= UnitBehaviorCountAll(#AUTOVAR(u)) ; #AUTOVAR(i) += BoolToInt(#PARAM(var) == UnitBehaviorGet(#AUTOVAR(u), #AUTOVAR(i))) ) {
#PARAM(var) = UnitBehaviorGet(#AUTOVAR(u), #AUTOVAR(i));
#SUBFUNCS(actions)
}
# Related
Category: Behavior / Basic
- Remove Behaviors By Category —
void— UnitBehaviorRemoveCategory - Remove Behavior (Player) —
void— UnitBehaviorRemovePlayer - Remove Behavior —
void— UnitBehaviorRemove - Add Behavior (Player) —
void— UnitBehaviorAddPlayer - Add Behavior —
void— UnitBehaviorAdd - Set Behavior Count —
void— libNtve_gf_SetBehaviorCount - Number Of Behaviors On Unit —
int— UnitBehaviorCountAll - Unit Behavior —
string<gamelink::Behavior> — UnitBehaviorGet - Unit Has Behavior —
bool— UnitHasBehavior2 - Unit Has Behavior (Enabled) —
bool— UnitHasBehavior - Unit Behavior Enabled —
bool— UnitBehaviorEnabled - Stack Count Of Behavior On Unit —
int— UnitBehaviorCount - Behavior Has Flag —
bool— UnitBehaviorHasFlag - Transfer Behavior —
void— UnitBehaviorTransfer - Set Unit Behavior Duration —
void— UnitBehaviorSetDuration - Set Unit Behavior Duration Remaining —
void— UnitBehaviorSetDurationRemaining - Duration Remaining Of Behavior On Unit —
fixed— UnitBehaviorDuration - Duration Of Behavior On Unit —
fixed— UnitBehaviorDurationTotal - Set Unit Behavior Spawn Count —
void— UnitBehaviorSpawn - Unit Behavior Effect Player —
int— UnitBehaviorEffectPlayer - Unit Behavior Effect Unit —
unit— UnitBehaviorEffectUnit - Set Unit Behavior User Data —
void— UnitBehaviorEffectTreeSetUserData - User Data Of Behavior On Unit —
fixed— UnitBehaviorEffectTreeUserData - User Data Of Behavior On Unit Exists —
bool— UnitBehaviorEffectTreeUserDataExists - Unit Behavior Changes —
void— TriggerAddEventUnitBehaviorChange - Unit Behavior Changes From Category —
void— TriggerAddEventUnitBehaviorChangeFromCategory - Triggering Behavior —
string<gamelink::Behavior> — EventUnitBehavior - Triggering Behavior Change —
int<preset::BehaviorChange> — EventUnitBehaviorChange - Unit Behavior Damage Modify Remaining —
fixed— UnitBehaviorDamageModifyRemaining - Unit Behavior Damage Modify Limit —
fixed— UnitBehaviorDamageModifyLimit - For Each Behavior On Unit — macro
# Examples
— None found —