Here's a thread with a well-detailed explanation on vHP:http://www.staredit.net/index.php?showtopic=34647&hl=virtualThe large number of vWeapons, vAttacks, vArmor, vSpells, etc., are all "virtual" and are results of the massive potential in numerically kept data such as constants and variables: most variables such as Death Counters, player resources, and Custom Scores are often used, while constants such as locations and in-game units, and boolean variables (switches) add up to an almost unlimited methods of keeping track of data.As for how vArmor works, you can first take an attacks's damage amount, then use binary count-offs to remove from the attack's total damage before applying the remaining damage amount of the attack to a unit.QUOTE
Logical Description: Unit1 uses attack1 to attack unit2; unit2 has armor, converting attack1 into attack2; unit1 successfully attacks unit2 with attack2
Create triggers with these particular effects in the following order:
a) Unit 1 creates Attack 1 to attack Unit 2.
b) Attack 1 begins to attack Unit 2.
c) Unit 2's vArmor weakens Attack 1, converting Attack 1 into Attack 2.
d) Attack 2 then reduces Unit 2's vHP.
e) Unit 1 successfully attacks Unit 2, and Unit 2's vArmor successfully reduces Attack 1 into a weaker Attack 2.