I'm pretty sure his bones are the same in all of them. Unless you meant that they were planning to have each one be a different weapon.multiple barrets are used for different animations, mostly based on his weapons methinks.
As far as I can tell, the scene.bin doesn't care which chocobo is being used. The Pre-Battle script in most enemies' AI is justi dont know about the chocobos, it might have to do with locatiosn (good,great, wonderful chocobos).
LocalVar:0000 <- (AllyMask.EnemyID == 339) LocalVar:0000 <- LocalVar:0000 + (AllyMask.EnemyID == 340) LocalVar:0000 <- LocalVar:0000 + (AllyMask.EnemyID == 341) LocalVar:0000 <- LocalVar:0000 + (AllyMask.EnemyID == 342) LocalVar:0000 <- LocalVar:0000 + (AllyMask.EnemyID == 343) LocalVar:0000 <- LocalVar:0000 + (AllyMask.EnemyID == 344) LocalVar:0000 <- LocalVar:0000 + (AllyMask.EnemyID == 347) LocalVar:0000 <- LocalVar:0000 + (AllyMask.EnemyID == 349) LocalVar:0000 <- LocalVar:0000 + (AllyMask.EnemyID == 350) If (LocalVar:0000){ LocalVar:0060 <- 1 GlobalAddress <- 0 GlobalVar(0054) <- &TempGlobal) Display String: "A Chocobo!"}
If(AllyMask.EnemyID == 339){ LocalVar:0060 <- 1 GlobalAddress <- 0 GlobalVar(0054) <- &TempGlobal) Display String: "A Chocobo!"}
If ( ( (BitCount(AllyMask) == 1) And (Self.Status:Death == 0) ) ) { AllyMask.Flag:Targetable <- 0 Display String: "Caught a Chocobo." GlobalAddress <- 1 GlobalVar(0054) <- &TempGlobal) AllyMask.Flag:MainScriptActive <- 0 }
thats a good idea you should do the same to the other dupes.... maybe we can remove some of these unused models and use them for something else..I might just color each of them differently and see if I encounter anything other than yellow....