# Unit Behavior Damage Modify Remaining
Grammar — Damage modify remaining for behavior Behavior on unit Unit.
Flags —Native|Function
Returns the damage modify remaining for the specified behavior’s damage response for the given unit
# Arguments
unit— Unitstring<gamelink::Behavior> — Behavior
Returns — fixed
native fixed UnitBehaviorDamageModifyRemaining(
unit inUnit,
string inBehavior,
);
# 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
mods/heroesdata.stormmod — base.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.stormmod — base.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.stormmod — base.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.stormmod — base.stormdata/LibHMaj.galaxy:770
lv_damageValue = (EventUnitDamageAmount() + EventUnitDamageBehaviorShield());
if ((UnitHasBehavior2(lv_ragnarosUnit, "RagnarosBlastWaveTemperedFlame") == true)) {
lv_currentShields = UnitBehaviorDamageModifyRemaining(lv_ragnarosUnit, "RagnarosBlastWaveTemperedFlame");
}
else {