I don't know how maps like Abyss Gates made it so easy - I've been trying for what feels like forever now in making a system that makes it so that when they would usually learn a new skill, instead of just having one choice they'd have two or three. For example, let's say normally a archer hero would learn their one ultimate spell at level six - at hitting level six, clicking on their ability upgrade would display three different possible ultimates, and after choosing one he could only use and upgrade that choice (the others are gone forever).
I've figured out that Abyss Gates accomplishes this by basically having the "ability upgrade" skill each hero starts with, just redirect players to selecting an upgrade building containing that sells upgrades that both make the hero learn new skills, or level up already-learned ones.
The problem is, I'm mystified by how they made it so that certain upgrades are only available at certain times (for example, at the building the icons for learning ultimates only appear when you hit the level for learning ultimates, and the icon for leveling up your ultimate only appears the level afterwards). The object editor doesn't seem to allow certain upgrades to appear at certain times, so I figure there must be a trigger.
But I've been working on this for a while and haven't found anything that could possibly replicate this effect - even if we have hero levels stored in variables, there doesn't seem to be an obvious way to affect what ability-upgrades are available at the building. And I don't want to convert to an items-ability system. Could anyone give me some tips?
I've figured out that Abyss Gates accomplishes this by basically having the "ability upgrade" skill each hero starts with, just redirect players to selecting an upgrade building containing that sells upgrades that both make the hero learn new skills, or level up already-learned ones.
The problem is, I'm mystified by how they made it so that certain upgrades are only available at certain times (for example, at the building the icons for learning ultimates only appear when you hit the level for learning ultimates, and the icon for leveling up your ultimate only appears the level afterwards). The object editor doesn't seem to allow certain upgrades to appear at certain times, so I figure there must be a trigger.
But I've been working on this for a while and haven't found anything that could possibly replicate this effect - even if we have hero levels stored in variables, there doesn't seem to be an obvious way to affect what ability-upgrades are available at the building. And I don't want to convert to an items-ability system. Could anyone give me some tips?