# Behavior Category

Base type — int

Name Identifier Code
Permanent c_unitBehaviorFlagPermanent 0
Restorable c_unitBehaviorFlagRestorable 1
Temporary c_unitBehaviorFlagTemporary 2
Cloak c_unitBehaviorFlagCloak 3
Invulnerable c_unitBehaviorFlagInvulnerable 4
Slow c_unitBehaviorFlagSlow 5
Fast c_unitBehaviorFlagFast 6
Stun c_unitBehaviorFlagStun 7
Reveal c_unitBehaviorFlagReveal 8
Magic c_unitBehaviorFlagMagic 9
Physical c_unitBehaviorFlagPhysical 10
Aura c_unitBehaviorFlagAura 11
Passive c_unitBehaviorFlagPassive 12
Passive Magic c_unitBehaviorFlagPassiveMagic 13
Teleport Remove c_unitBehaviorFlagTeleportRemove 14
Can Steal c_unitBehaviorFlagCanSteal 15
Timed Life c_unitBehaviorFlagTimedLife 16
User1 c_unitBehaviorFlagUser1 17
User2 (Poisoned) c_unitBehaviorFlagUser2 18
User3 (Plagued) c_unitBehaviorFlagUser3 19
User4 (Polymorphed) c_unitBehaviorFlagUser4 20
User5 (Sleeping) c_unitBehaviorFlagUser5 21
User6 (Carrying Resources) c_unitBehaviorFlagUser6 22
User7 (Undergoing Mass Transport) c_unitBehaviorFlagUser7 23
User8 (Permanent Owner Change) c_unitBehaviorFlagUser8 24
User9 (Equipment - Weapon) c_unitBehaviorFlagUser9 25
User10 (Equipment - Gadget) c_unitBehaviorFlagUser10 26
User11 (Buff Temporary Maximum Health) c_unitBehaviorFlagUser11 27
User12 (Buff Permanent Maximum Health) c_unitBehaviorFlagUser12 28
User13 (Regen Bonus) c_unitBehaviorFlagUser13 29
User14 (Detector) c_unitBehaviorFlagUser14 30
User15 (Damage Over Time) c_unitBehaviorFlagUser15 31

Category: Behavior / Support

# Examples

— None found —