Discuss coding questions, pull requests, and implementation details.
- Posts: 1926
- Joined: Wed Jul 18, 2018 6:14 pm
- Location: France
In classic Daggerfall, if you cast Recall by mistake you have no way to cancel it and have to choose between losing your anchor or teleporting right away.
I suggest to allow to cancel it, unless there's some drawback for allowing that.
Code: Select all
diff --git a/Assets/Scripts/Game/MagicAndEffects/Effects/Mysticism/Teleport.cs b/Assets/Scripts/Game/MagicAndEffects/Effects/Mysticism/Teleport.cs
index 4c3d36a3..1dcfd7a0 100644
@@ -114,6 +114,8 @@ namespace DaggerfallWorkshop.Game.MagicAndEffects.MagicEffects
// Prompt for outcome
DaggerfallMessageBox mb = new DaggerfallMessageBox(DaggerfallUI.Instance.UserInterfaceManager, DaggerfallMessageBox.CommonMessageBoxButtons.AnchorTeleport, teleportOrSetAnchor, DaggerfallUI.Instance.UserInterfaceManager.TopWindow);
+ // QoL, does not match classic. No magicka refund, though
+ mb.AllowCancel = true;
mb.OnButtonClick += EffectActionPrompt_OnButtonClick;
Magicka refund would be even more generous, but being able to cancel Recall is what really matters...
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
- Posts: 1919
- Joined: Sat Aug 26, 2017 2:46 pm
Seems reasonable to me. Not inclined to be too soft and return magic pts or durability though.
- Posts: 5111
- Joined: Sun Mar 22, 2015 1:51 am
Seems reasonable to me also. Good idea.
- Posts: 718
- Joined: Wed Jul 19, 2017 7:54 pm
I've seen a number of videos where someone hit the quick cast not realizing that recall was the last spell they cast.
Remember always 'What would Julian Do?'.
Windows 10 Pro 64 bit. DFU Ver. Alpha 0.10.7