Access of different object in a custom behaviour

I created a new behavior “A” for an object “a”.
I would want that the behavior A would create or at least move an object “b”, but I can’t without use that object as parameter. But I can’t use parameter with basic function of A.
Are there any mode to make 2 behaviors connected? maybe like “platform character” and “platform”?

A common way to access another object seems to be through an event that’s called from the scene like in the fire or spawn behaviors. You don’t need to use any conditions in the scene, the behavior could decide whether to add an object, the scene action would just provide the object through a parameter.

I don’t know how behaviors interact with each other. I’m assuming it would require JavaScript.