Cancellable Recall

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Cancellable Recall

Post by pango » Tue Sep 10, 2019 8:35 pm

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
--- a/Assets/Scripts/Game/MagicAndEffects/Effects/Mysticism/Teleport.cs
+++ b/Assets/Scripts/Game/MagicAndEffects/Effects/Mysticism/Teleport.cs
@@ -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

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Re: Cancellable Recall

Post by Hazelnut » Tue Sep 10, 2019 8:39 pm

Seems reasonable to me. Not inclined to be too soft and return magic pts or durability though.

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Re: Cancellable Recall

Post by Interkarma » Tue Sep 10, 2019 9:16 pm

Seems reasonable to me also. Good idea. :)

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