For the Agility-Armor thing, go to "Advanced", then go to "Gameplay Constants" then go to "Hero Attributes - Defense Bonus per Agility Point", then set it at 0
oh dear... that's... complicated.... I need something more... simple... I mean, I've been able to turn really complicated spells that are like 5 triggers and each trigger like two pages long into like 1 trigger with mabye a 6th of the page and the same effect...
For the spell:
This should add/remove the ability when a unit's hitpoints reach 30%. However, it only works when they're attacked (then again, that's pretty much the only instance, unless you have some self-hitpoint sacrificing skills or something - in that case, it will still work, when they're attacked next.)
under the big chunk of stuff (Condition - "Integer((life of (attacked )... etc." You start with: "Integer Comparison"
Then on one side: "Conversion of Real to Integer"
Then pick "Unit-Property" and set it to "(Life) of (attacked unit)"
On the other side: "Arithmetic"
And on one of that sides: "Conversion of Real to Integer"
And pick: "Integer (0.30)" ; the 0.30 is the 30%
And on the opposite end: "Conversion of Real to Integer"
And pick: "Unit-Property" and set it to "(Max Life) of (Attacked Unit)"
That's just incase you dont know how to get there.
Now where it says "Unit-Add spiked carapace", you should have your custom armor spell there instead. I picked spiked carapace, because you can copy and paste that, set armor at a negative value (shift-click on the armor value) and remove the damage return stuff, and you're good to go.
You have to
add a buff to that skill though, and match that to the trigger where it says "Condition - Attacked Unit has Buff(Spiked Carapace) = True/False", otherwise it wont work.
You could also have an item effect (such as ring of protection, and set a negative value); just remember to add a corresponding buff to it, otherwise the trigger wont work.
You can also filter out unit types under the main Trigger Condition thing.