the only probleme is that my map is an orpg so i cant really do that :S! and your thing worked prety well Edge the only probleme is that when the level requirements are met for the skill it becames learnable but when i learn it i cant use it until i have the other one. so thats kinda shitty XD cause i wanted the person to chose like 2 different ways...just say as an exemple the way of defense and the way of blade...so when he chose one of the 2 he can learn skillz that are different in each ways! yeah i know its kidna hard to understand but i cant find a better way to explain it xD!
i see. i forgot that tech requirement makes ability uncastable, but still learnable. it worked fine for me though as i had conditions that changed on/off rather quickly, but i see that it doesn't quite work for you.
clearly, upgrades weren't made for hero abilities. still, a hybrid solution is possible, if you think it is worth it - you can enforce a
level requirement as well (in adition to
tech requirement) using engineering upgrade. it means you make a copy of fireball ability, set its level requirement to 10 or 20, and give that ability to hero instead of normal one; then, when hero learns level 3 fireblast, you add a version of engineering upgrade to the hero (which gives the hero normal fireball ability instead of a new copy); you also do the upgrade thing as before...
quite an imperfect solution and i don't thing it's worth it, but that is for you to decide. if you do that, remember to add the eng.upg. ability to the hero (made into a single-level unit-ability) and to disable it at map init so that its icon is invisible (trigger action is in the player section); it will still work.
is it you hero unique for each player?
as upgrades are on the player-level, it has to be (this won't be good if you can have two heroes of the same kind)
are fireblast and fireball triggered spells?
and does fireblast is required only for fireball?
ddoesn't matter.