Data/Effects/Transfer Behavior

### Description

Effect that allows the copying, stealing or giving of a behavior that is applied by Apply Behavior or the Behavior ability

### Hint

* Does not work on innate behaviors set under the unit's **Behavior: Behaviors - Behavior** field
* Has a bug if transferring stacks of behaviors. If the **Effect: Preserve** flag is disabled it removes a buff stack from the launch unit but only refreshes the stack on the impact unit. If the flag is enabled then it can transfer stacks but gives the impact unit n+1 stacks.
* Location history is retained. The unit the behavior is transferred to does not become the target for the sake of validators.

## Example Usage

### Transfer Behavior Demonstration

The first ability is a plague buff that is capable of spreading to nearby organic units using a transfer behavior effect but only stacks up to 1x if spread by this method. The plague buff is copied and the duration reset by the transfer. The plague bearer that generates the plague buff is capable of having it stack 10x on itself and can use a transfer behavior effect to launch all 10 stacks onto a single unit. The plague bearer is made immune by a hidden neutralization buff that is regulated by an adding and removing buff that uses requirements to compare the two buff stacks.
The second ability is a SSBB style sticky bomb that is transferred to the nearest unit upon close proximity. After transfer there is a 3 second grace period before the bomb buff is able to be transferred again to prevent instant transfer back to the original unit before it can move away. When the duration of the bomb buff expires there is a damage effect.

#### URL

https://www.sc2mapster.com/forums/resources/data-assets/176945-the-assets-of-evil

### Example Name 2

(Description from a global overview, tell us the relationship of combined data objects to this object)

#### URL

(URL to the real example, because we could use 1 example for 5 different objects)

## Fields Description

### (None) - Behavior Alignment

The effect will transfer the specified number of behaviors that are of this alignment.

### (None) - Behavior Categories

The effect will transfer the specified number of behaviors that are of the given categories.

### (None) - Exclude Caster Unit

Behaviors from this caster location will not be transferred

### (None) - Exclude Origin Player

Behaviors from this player location will not be transferred

### (None) - Heroic

This effect will remove the specified number of behavior that are of this Heroic state.

* Default is any, can be Heroic, or non Heroic.

### (None) - Require Caster Unit

Only behaviors from this caster location will be transferred.

### (None) - Require Origin Player

Only behaviors from this player location will be transferred.

### Behavior - Behavior

* The behavior that this effect affects.
* Setting no behavior here will transfer all possible matches. This excludes innate behaviors.
* Can only target behaviors that the unit does not automatically have.

### Behavior - Count

* How many stacks of the target behavior are transferred.
* Can be used to limit the power gained/destruction given.
* Unless the **Effect: Preserve** flag is enabled only one stack on the impact unit will be applied or refreshed if it already has a stack of the behavior.

### Effect - Copy

* Determines if the behavior is removed from the original unit.

### Effect - Preserve

* If Enabled the behavior duration is reset on transfer.
* If Disabled the current time remaining for the behavior is also transferred.
* If disabled refreshes a behavior stacks but does not transfer multiple stacks.
* If enabled transfers n+1 stacks of the behavior to the impact unit.

### Effect - Response Flags

* Determines if the affect triggers the acquire/flee response.

### Effect - Validators

* Validators that must return true for the effect to work.
* The Unit Compare Behavior Count validator springs to mind so the effect can only be used when a stack of the behavior is a certain size

### Target - Impact Unit - Effect

* Determines where the behavior is transferred to by orienting to a parent effect, in order to associate the concerned unit in the selected effect.

### Target - Impact Unit - Value

* Determines where the behavior is transferred to.
* Can be from or to the caster.

### Target - Launch Unit - Effect

* Determines where the behavior is transferred from by orienting to a parent effect, in order to associate the concerned unit in the selected effect.

### Target - Launch Unit - Value

* Determines where the behavior is transferred from.
* Can be from or to the caster.
* If copy is enabled and both Impact and Launch values are the same then the effect can increase the stack size of a behavior stack.

## Related

* Apply Behavior
* Behavior
* Behaviors