Zwiebelchen keeps track of armor values. Also, the damage reduction is not 1%, but rather 1 point per armor.

What does it mean, keeping track of the armor values ( I know what it mean, but what does it mean for triggering ?).

Oh, alright, this is EXACTLY what I need. I want to write triggers that damage a target ( A death coil with no default damage for example). A trigger damages the attacked unt, taking care of the armor. If the unit has a positive armor, the damage is reduced by the exact armor value. On the other hand, negative armor increases the damage by the exact negative armor value.

I wrote the full trigger, but I cannot find the armor value I need for the special armor reduce and increase part.

Well now that I think about it, there's a partial workaround on how you can get unit's armor, though it is not perfect.

The equation to calculate % reduction is like this:

( [reduction constant] * [armor value] ) / ( [reduction constant] * [armor value] +1 ) = % Damage reduction

So if you do constant damage (e.g. 100 damage to said unit) and detect the real damage taken, you could calculate the armor value this way.

This has some drawbacks of course - you need to use correct attack and damage type, since some types deal more damage to certain armor types, problem could be also if unit has divine shield, mana shield, defend, etc.

Hm, I see. Isn't this the other way around

?

I noticed I gave too limited information, I am very sorry. Therefore I explain/ed it further.

The problem is, my units do not damage by default ways, but only with triggers. That means, all spells dealing damage are only dummy spells for targetting, the damage is triggered.

I think this is the only way to add the armor system I would like to have in my map, as described above. I would be glad if you could help me again.