You will have to investigate each individual upgrade you wish to include. Some can be done through gadget callins, some can be done with Spring.SetUnitWeaponState, others with Spring.MoveCtrl.SetGroundMoveTypeData and many are probably impossible without a unit swap.
function gadget:UnitPreDamaged(unitID, unitDefID, unitTeam, damage, paralyzer, weaponID, attackerID, attackerDefID, attackerTeam) local newDamage = damage
*** ARBITRARY LOGIC ***
return newDamage end
The damage value passed to the function takes all the hardcoded engine armour into account. Afair that is armormod, damages vs different armor types and damage falloff from things like AOE and falloff lasers.
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