this is a great module.
But I found that you can only leave the puzzle room once the puzzle is completed. After that I run the Jigsaw.RemovePuzzle(); function to make the screen clickable again.
I tried using a gui (as hotspots under the puzzle are not clickable) and made a button to leave the puzzle minigame but i have to call the Jigsaw.RemovePuzzle(); function from the global script, where the button is defined and get an error:
Error: Null Pointer referenced
and the error message shows line 481 of the JigsawModule_100.asc
which is
if (jigsaw_draggedoverlay.Valid == true) jigsaw_draggedoverlay.Remove();
Well, it is possible to leave the puzzle while the puzzle is unsolved but then clicking on the screen has no effect, only GUIs accept clicks. Must be a z-order thing of the overlay. It doesn't matter where I call the Jigsaw.RemovePuzzle(); function I always gets this error except in room_RepExec() if (Jigsaw.GetPuzzleComplete()==true).
But I found that you can only leave the puzzle room once the puzzle is completed. After that I run the Jigsaw.RemovePuzzle(); function to make the screen clickable again.
I tried using a gui (as hotspots under the puzzle are not clickable) and made a button to leave the puzzle minigame but i have to call the Jigsaw.RemovePuzzle(); function from the global script, where the button is defined and get an error:
Error: Null Pointer referenced
and the error message shows line 481 of the JigsawModule_100.asc
which is
if (jigsaw_draggedoverlay.Valid == true) jigsaw_draggedoverlay.Remove();
Well, it is possible to leave the puzzle while the puzzle is unsolved but then clicking on the screen has no effect, only GUIs accept clicks. Must be a z-order thing of the overlay. It doesn't matter where I call the Jigsaw.RemovePuzzle(); function I always gets this error except in room_RepExec() if (Jigsaw.GetPuzzleComplete()==true).