# Transfer Behavior
Grammar — Transfer inCount inBehavior from inSource|Source to inDest
Flags —Native|Action
Transfers a behavior from a source unit to a destination unit.
# Arguments
unit— Source Unitunit— Destination Unitstring<gamelink::Behavior> — Behaviorint— Count
Returns — void
native void UnitBehaviorTransfer(
	unit inSource,
	unit inDest,
	string inBehavior,
	int inCount,
);
# 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/starcoop/starcoop.sc2mod — base.sc2data/LibCOMI.galaxy:4717
    // Implementation
    UnitBehaviorTransfer(lp_source, lp_target, "DarkTemplarRecentlyRecalled", c_unitBehaviorCountAll);
    UnitBehaviorTransfer(lp_source, lp_target, "SOARecallOnDeathRecentlyRecalled", c_unitBehaviorCountAll);
    UnitBehaviorTransfer(lp_source, lp_target, "SOAHeroicShieldWeakness", c_unitBehaviorCountAll);
mods/starcoop/starcoop.sc2mod — base.sc2data/LibCOMI.galaxy:4718
    // Implementation
    UnitBehaviorTransfer(lp_source, lp_target, "DarkTemplarRecentlyRecalled", c_unitBehaviorCountAll);
    UnitBehaviorTransfer(lp_source, lp_target, "SOARecallOnDeathRecentlyRecalled", c_unitBehaviorCountAll);
    UnitBehaviorTransfer(lp_source, lp_target, "SOAHeroicShieldWeakness", c_unitBehaviorCountAll);
    UnitBehaviorTransfer(lp_source, lp_target, "SOAHeroicShieldImmunity", c_unitBehaviorCountAll);
mods/starcoop/starcoop.sc2mod — base.sc2data/LibCOMI.galaxy:4719
    UnitBehaviorTransfer(lp_source, lp_target, "DarkTemplarRecentlyRecalled", c_unitBehaviorCountAll);
    UnitBehaviorTransfer(lp_source, lp_target, "SOARecallOnDeathRecentlyRecalled", c_unitBehaviorCountAll);
    UnitBehaviorTransfer(lp_source, lp_target, "SOAHeroicShieldWeakness", c_unitBehaviorCountAll);
    UnitBehaviorTransfer(lp_source, lp_target, "SOAHeroicShieldImmunity", c_unitBehaviorCountAll);
}
mods/starcoop/starcoop.sc2mod — base.sc2data/LibCOMI.galaxy:4720
    UnitBehaviorTransfer(lp_source, lp_target, "SOARecallOnDeathRecentlyRecalled", c_unitBehaviorCountAll);
    UnitBehaviorTransfer(lp_source, lp_target, "SOAHeroicShieldWeakness", c_unitBehaviorCountAll);
    UnitBehaviorTransfer(lp_source, lp_target, "SOAHeroicShieldImmunity", c_unitBehaviorCountAll);
}