I can share how I did it in my game. num is to identify the 3 upgrades 1, 2 and 3, left to right. The perkID is to assign an upgrade to that slot. Note I am using 3 instances of the same object, not different objects, if you are using 3 different objects then you can instead use these than using the num variable (i think you can safely just use one object with a var though since each of your three objects has the same animations)
The advanced random permutation table is useful as it scrambles a load of numbers so if you have 6 upgrades it will shuffle 1 to 6 i.e. 4,3,2,1,5,6
Then on your object where I set perkID variable to the positions of the permutation table you could instead set the animation frame to the same value. So in the table i mentioned above your upgrades would be set to frames 4, 3 and 2.