Follow-up Comment #5, bug #25370 (project wesnoth):
Alas, I already tried that, and the save file isn't compatible (the scripts
run into multiple errors before it gets to the part that causes the crash).
There's probably a way for me to exit my 1.12 script right before the problem
animation, while also recording the exact [animate_unit] tag used, then
manually invoke that tag in 1.13. It will take a bunch of work, however, and
I'm not sure it's worth it if the bug has a good chance of having been
coincidentally fixed in 1.13 branch already. (When I finally make EoHS support
1.13, I'll come back to this if I run into bugs that seem to be similar.)
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