Limiting it via how many minerals you have won't work, because they have multiple uses.
So, one idea I had was..
You can buy "upgraders" for minerals. This would create an "upgrader" in a special location (like an inventory) and when you moved the upgrader onto a location in the inventory, it would give you 1 ore (which would be used to buy the upgrade). Also; when the upgrader moved to the location, it would die, and I could keep track of its death count. So I could use this to limit how many upgrades it does by.. I was thinking triggers would be something like
//Game starts out with Player1 having a 255deathcount of Upgrader
//Lets say you get Upgraders by buying Zealots that cost 100minerals
[CONDITIONS]
[*]Player1 brings at least 1 Upgrader to getGas
[*]Player1's deathcount of Upgrader is less than 255
[ACTIONS]
[*]Kill Upgrader at getGas
[*]Give Player1 1gas
//Now the player can buy the upgrade at the forge or w/e
[CONDITIONS]
[*]Player1 completes IncreaseMaxUpgradeLimitQuest
[ACTIONS]
[*]Subtract 10 deaths from player 1's deathcount of Upgraders
So I think my approach would work ... except that I don't want to have the player have to go through the hassle of moving the Upgrader to the getGas location and having to deal with that whole inventory issue. Would it be possible to do this all behind the scenes?
Sorry for the sloppy / confusing post heh, my thoughts are all over the place
None.