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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