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Cancellable Recall

Posted: Tue Sep 10, 2019 8:35 pm
by pango
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;
             mb.Show();
         }
Magicka refund would be even more generous, but being able to cancel Recall is what really matters...

Re: Cancellable Recall

Posted: Tue Sep 10, 2019 8:39 pm
by Hazelnut
Seems reasonable to me. Not inclined to be too soft and return magic pts or durability though.

Re: Cancellable Recall

Posted: Tue Sep 10, 2019 9:16 pm
by Interkarma
Seems reasonable to me also. Good idea. :)

Re: Cancellable Recall

Posted: Sun Sep 22, 2019 7:50 pm
by jayhova
I've seen a number of videos where someone hit the quick cast not realizing that recall was the last spell they cast.