Cancellable Recall
Posted: 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.
Magicka refund would be even more generous, but being able to cancel Recall is what really matters...
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;
mb.Show();
}