Follow-up Comment #2, bug #10284 (project wesnoth):
I appreciate you looking into it, but just FYI, zookeeper found a work around
for me, so it's not a big deal anymore.
The standing anim and filtering for the right animations was the easy part.
The only problem is if you wanted to have 5 different armors each with ~14
different attack and defense animations depending on the weapon wielded,
you're left with a massive unit.
I was hoping for the "super redraw" to allow WML to poke image paths
directly, e.g.
{VARIABLE this_unit.attack_anim.else.frame[2]
"units/humans/iron-armor-mace-attack-2.png"}
Then a super redraw would make that animation shown.
Yes, the request was plenty selfish on my part. I'm just a fan of altering
unit variables directly.
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