URL:
<http://gna.org/bugs/?25397>
Summary: Animations immediately following a message get
truncated
Project: Battle for Wesnoth
Submitted by: zookeeper
Submitted on: Tue 20 Dec 2016 08:31:50 PM UTC
Category: Bug
Severity: 3 - Normal
Priority: 5 - Normal
Item Group: Graphics
Status: None
Privacy: Public
Assigned to: None
Originator Email:
Open/Closed: Open
Discussion Lock: Any
Release: 1.13
Operating System: win 7
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Details:
If a [message] is shown right prior to an animation, then the animation gets
skipped or truncated somehow. It doesn't seem to matter whether the animation
is one triggered by [animate_unit] or for example a regular combat animation.
I'm also not entirely sure whether other things besides animations suffer from
the same problem.
One can workaround the problem by inserting a delay after the message (for
example even [delay] time=0 [/delay] works). So, one possible fix was to add
wesnoth.delay(1) to the [message] implementation, but vultraz didn't want that
because it'd cause a brief flicker between successive messages.
A simple test case:
[event]
name=attacker hits,attacker misses,defender hits,defender misses
first_time_only=no
{DEBUG_MSG "As long as this message is here, the following combat
animations won't play correctly"}
[/event]
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<http://gna.org/bugs/?25397>
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