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.
See my mod code for examples of how to change various aspects of DFU:

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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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Re: Cancellable Recall

Post by jayhova » Sun Sep 22, 2019 7:50 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

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