etc. But how do I, erm… “activate” it? Like, with just this the game compiles, and typing “help” results in a runtime error “invalid index operation - this type of value cannot be indexed”, and typing “hint/s” results in “Sorry, no hints are currently available. Please check back later.”.
I think you need to call from the object you made; not its class prototype. It’s probably empty because you’re calling the class prototype, which is just the default empty state.
Currently reviewing the documentation (I usually work with Adv3Lite, but the skills carry over if I have the docs for Adv3 open).
I don’t think so.
It seems really weird that a dev would need to declare object instances but call display() on the class itself, and not its object instance, but I’ll take your word for it, as you have more Adv3 experience than I do.
Okay, so I noticed in this guide that the TopHintMenu is contained within the “about” menu, but after looking through the library reference for Adv3, it looks like TopHintMenu should work perfectly fine as a starting point, too.
I’m gonna keep poking around and replying with updates. Note that I’m doing this on a smartphone, so I don’t really have a good way to test theories right now.
Nor sure what you are seeing exactly, but note that Goals default to Undiscovered state (which in turn hides the Menu encapsulating it, absent other active hints). You probably want to add
to ensure it presents when using hints. Note there are a variety of openWhenX properties to get more reactive to game state (ie openWhenTrue, openWhenSeen, etc). I think that’s the only change needed from your original code just to get it going though.
Note also, unless you have a fuller use for the keyword help you can just add it to vocab for the hint verb: