# Unit Behavior Damage Modify Remaining

Grammar — Damage modify remaining for behavior Behavior on unit Unit.
FlagsNative | Function

Returns the damage modify remaining for the specified behavior’s damage response for the given unit

# Arguments

  • unit — Unit
  • string<gamelink::Behavior> — Behavior

Returns — fixed

native fixed UnitBehaviorDamageModifyRemaining(
	unit inUnit,
	string inBehavior,
);

Category: Behavior / Basic

# Examples

mods/heroesdata.stormmodbase.stormdata/TriggerLibs/GameDataHelperLib.galaxy:10843

    if ((PlayerHasTalent(lv_owner, "JainaFrostbiteIceBarrier") == true)) {
        if ((UnitHasBehavior2(libGame_gv_players[lv_owner].lv_heroUnit, "JainaFrostbiteIceBarrierShield") == true)) {
            lv_currentShields = UnitBehaviorDamageModifyRemaining(libGame_gv_players[lv_owner].lv_heroUnit, "JainaFrostbiteIceBarrierShield");
        }
        else {

mods/heroesdata.stormmodbase.stormdata/TriggerLibs/GameDataHelperLib.galaxy:25749

    }

    lv_shieldValue = UnitBehaviorDamageModifyRemaining(lv_unit, "ZeratulShroudofAdun");
    if ((lv_shieldValue > 0.0)) {
        FloatingCombatElementCreateTextAtUnit(PlayerGroupSingle(UnitGetOwner(lv_unit)), "FloatingCombatElements/FloatingCombatLesserAmountReceived", "ShieldState", lv_unit, FixedToText(lv_shieldValue, 0), libNtve_gv_FloatingCombatTextAutoRandomSeed);

mods/heroesdata.stormmodbase.stormdata/TriggerLibs/HeroesLib.galaxy:2880

    // Automatic Variable Declarations
    // Implementation
    return (UnitGetPropertyFixed(lp_unit, c_unitPropLife, c_unitPropCurrent)+UnitGetPropertyFixed(lp_unit, c_unitPropShields, c_unitPropCurrent)+UnitBehaviorDamageModifyRemaining(lp_unit, null));
}

mods/heromods/thefirelords.stormmodbase.stormdata/LibHMaj.galaxy:770

    lv_damageValue = (EventUnitDamageAmount() + EventUnitDamageBehaviorShield());
    if ((UnitHasBehavior2(lv_ragnarosUnit, "RagnarosBlastWaveTemperedFlame") == true)) {
        lv_currentShields = UnitBehaviorDamageModifyRemaining(lv_ragnarosUnit, "RagnarosBlastWaveTemperedFlame");
    }
    else {