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- Frame 17
- Active
- warning text
- String
- string
- unused warning text
- title
- 6th night
- 6th Night text
- invisible if beatgame=0
- values
- A
- set to value of "beatgame" from ini at start
- Active
- "Five Nights at Freddy's" text
- Active 2
- Freddy background
- Stopped
- normal
- Animation 12
- open mouth
- Animation 13
- twitch
- Animation 14
- twitch with endoskeleton head exposed
- alpha blend set to random # 0-249
- values
- A
- set to random # 0-99 every 8/100 sec
- 99=Animation 14
- 98=Animation 13
- 97=Animation 12
- <97=Stopped
- Active 3
- "Lives" text
- Active 4
- selection arrows
- Active 5
- gray horizontal bar
- path movement
- transparent gray bar that slides down the screen
- Active 6
- "2014 Scott Cawthon" text
- values
- A
- 1=clicked "New Game"
- 2=clicked "Continue"
- 3=clicked "6th Night"
- 4=clicked "Custom Night"
- B
- 0=nothing clicked
- add 1 every tick if something has been clicked
- Active 7
- version number text
- blip flash 2
- scan lines
- pos set to 0,0 at start
- alpha blend set to random # 100-199 every 8/100 sec
- values
- A
- set to random # 0-2 every 30/100 sec
- 1=reappear
- not 1=invisible
- continue word
- "Continue" text
- custom night
- "Custom Night" text
- invisible if beat6=0
- demo
- "Demo" text
- appears if demo
- DEMO?
- counter
- 0=not demo
- 1=is demo
- Ini
- Ini object
- "level" set to 1 if "New Game" is clicked
- new game
- "New Game" text
- night number
- counter
- small night number
- 1="New Game" selected
- set to value of "level" from ini if "Continue" is selected
- 6="6th Night" selected/clicked or "Custom Night" selected
- 7="Custom Night" clicked
- invisible when "Continue" is not selected
- night number 2
- counter
- night word
- small "Night" text
- invisible when "Continue" is not selected
- option selected
- counter
- starts at 1
- up arrow=subtract 1
- down arrow=add 1
- 0="New Game" selected/clicked
- 1="Continue" selected/clicked
- 2="6th Night" selected/clicked
- 3="Custom Night" selected/clicked
- set to 0 if >1 and beatgame=0 or >2, beatgame=1, and beat6=0 or >3, beatgame=1, and beat6=1
- set to 1 if <0 and beatgame=0
- set to 2 if <0 and beatgame=1 and beat6=0
- set to 3 if <0 and beatgame=1 and beat6=1
- play voice 1
- counter
- set to 0 if "New Game" clicked
- play voice 2
- counter
- set to 0 if "New Game" clicked
- play voice 3
- counter
- set to 0 if "New Game" clicked
- play voice 4
- counter
- set to 0 if "New Game" clicked
- play voice 5
- counter
- set to 0 if "New Game" clicked
- star 1
- Night 5 beaten star
- invisible if beatgame=0
- star 2
- Night 6 beaten star
- invisible if beat6=0
- values
- A
- set to value of "beat6" from ini at start
- star 3
- 4/20 beaten star
- invisible if beat7=0
- values
- A
- set to value of "beat7" from ini at start
- static
- static overlay
- alpha blend set to random # 50-149 every 9/100 sec
- pos set to 0,0 at start
- String
- string
- unused version number
- String 2
- unused "Demo" text
- tiny lives
- counter
- small lives number
- formerly displayed under "Continue"?
- set to value of "lives" from ini when "Continue" is selected
- set to 5 at start
- invisible when "Continue" is not selected
- tiny man
- "Lives" text
- formerly displayed under "Continue"?
- formerly stick figure icon?
- invisible when "Continue" is not selected
- what day
- Active
- "12:00 AM 1st/2nd/3rd/4th/5th/6th/7th Night" text
- Stopped
- 1st Night
- Animation 12
- 2nd Night
- Animation 13
- 3rd Night
- Animation 14
- 4th Night
- Animation 15
- 5th Night
- Animation 16
- 6th Night
- Animation 17
- 7th Night
- values
- A
- add 1 every tick
- jump to frame "wait" if >130
- Active 2
- unused "12:00 AM 7th Night" text
- Active 3
- stick figure icon
- next to life count
- formerly under text
- blip flash
- scan line transition
- played at start
- lives left
- counter
- # of lives remaining
- formerly under text
- night number
- counter
- # of the night about to be played
- String
- string
- another unused "12:00 AM 7th Night" text
- Frame 1
- 1A show stage
- cam 1a box
- 1A showstage
- "CAM 1A" text
- 1B dining area
- cam 1b box
- 1C stage b
- cam 1c box
- 5 backstage
- cam 5 box
- 7 restrooms
- "CAM 7" text
- Active
- static overlay
- alpha blend set to A every tick
- values
- A
- set to 150+(random # 0-49)+(B*15) every tick
- B
- set to random # 1-3 every sec
- Active 2
- red dot
- Stopped
- blink animation
- values
- A
- used for randomizing cam disable sound effect
- set to random # 1-4 upon cams disabling
- C
- bonnie/chica got you countdown
- set to 10 when bonnie/chica got you
- sub 1 every tick if >0
- 1=play XSCREAM
- D
- jumpscare countdown
- set to 40 when bonnie/chica got you
- sub 1 every tick if >0
- 1=go to next frame ("died")
- E
- used for randomizing raspy breath sounds
- set to random # 1-4 every 5 sec that (random # 1-3)=1, monitor up, and bonnie or chica got you
- F
- used for flicker of freddy during power down
- set to random # 1-4 every 5/100 sec that power is down
- 1=freddy appears
- G
- used for randomizing time until blackout and time until freddy jumpscare
- set to 2 after 20 sec or every 5 sec if 1 and (random # 1-5)=1
- set to 3 if I<-20
- 2=blackout
- 3=freddy attack (randomly chosen)
- H
- used for flickering to blackout
- set to random # 1-2 if G=2
- 2=flicker off
- I
- used to enter blackout
- sub 1 if G=2
- blackout if <-20
- Active 3
- office and camera views
- Stopped
- office normal
- Animation 12
- show stage all stare
- Animation 13
- dining area empty
- Animation 14
- west hall light off
- Animation 15
- west hall light on
- Animation 16
- office monitors reflecting
- Animation 17
- show stage all present
- Animation 18
- office left light on clear
- Animation 19
- office right light on clear
- Animation 20
- west hall corner clear
- Animation 21
- restrooms clear
- Animation 22
- backstage clear
- Animation 23
- east hall corner clear
- Animation 24
- supply closet clear
- Animation 25
- east hall clear
- Animation 26
- pirate cove curtain closed
- Animation 27
- show stage bonnie gone
- Animation 28
- dining area bonnie
- Animation 29
- dining area bonnie close
- Animation 30
- west hall corner bonnie
- Animation 31
- supply closet bonnie
- Animation 32
- backstage bonnie
- Animation 33
- west hall bonnie
- Animation 34
- office left light on bonnie
- Animation 35
- office bonnie jumpscare
- Animation 36
- restrooms chica far
- Animation 37
- restrooms chica close
- Animation 38
- east hall corner chica
- Animation 39
- east hall chica far
- Animation 40
- dining area chica close
- Animation 41
- show stage chica gone
- Animation 42
- show stage freddy
- Animation 43
- office right light on chica
- Animation 44
- office chica jumpscare
- Animation 45
- east hall chica close
- Animation 46
- office power down
- Animation 47
- office power down freddy
- Animation 48
- pirate cove foxy peek
- Animation 49
- pirate cove foxy almost gone
- Animation 50
- pirate cove foxy gone
- Animation 51
- west hall foxy run
- Animation 52
- office foxy jumpscare
- Animation 53
- backstage stare
- Animation 54
- show stage freddy stare
- Animation 55
- dining area chica
- Animation 56
- east hall corner chica twitch
- Animation 57
- east hall corner chica open mouth
- Animation 58
- west hall corner bonnie twitch
- Animation 59
- west hall corner bonnie open mouth
- Animation 60
- show stage all gone
- Animation 61
- dining area freddy
- Animation 62
- restrooms freddy
- Animation 63
- east hall freddy
- Animation 64
- east hall corner freddy
- Animation 65
- office freddy jumpscare
- Animation 66
- backstage bonnie stare
- Animation 67
- east hall crying kids
- Animation 68
- east hall it's me
- Animation 69
- east hall corner article two kids vanish
- Animation 70
- east hall corner article shutdown over sanitation
- Animation 71
- east hall corner article five kids missing
- Animation 72
- east hall corner article close by years end
- Animation 73
- pirate cove foxy gone it's me
- Animation 74
- west hall corner golden freddy
- Animation 75
- west hall corner freddy rip
- values
- C
- >1=office light on
- <2=office light on flicker
- >3=west hall light off
- <4=west hall light on
- set to random # 1-10 every tick
- F
- <25=bonnie/chica normal on cam 2b/4b if night>3
- 25-28=bonnie/chica twitch on cam 2b/4b if night>3
- >28=bonnie/chica open mouth on cam 2b/4b if night>3
- set to random # 1-30 every 5/100 sec
- Active 4
- pos for scan line transition to be created at
- Active 5
- scan line transition
- Active 6
- fan animation
- Active 7
- left button panel
- Stopped
- both off
- Animation 12
- door on
- Animation 13
- light on
- Animation 14
- both on
- Active 8
- pos for monitor raising to be created at
- Active 9
- monitor map
- Stopped
- "YOU" dot blinks
- Animation 12
- old map cam 1a selected
- Animation 13
- old map cam 1b selected
- Animation 14
- old map cam 2a selected
- Active 10
- "Usage:" text
- Active 11
- "CAM 1B" text
- Active 12
- "CAM 2A" text
- Active 13
- "CAM 2B" text
- Active 14
- "CAM 3" text
- Active 15
- "CAM 4A" text
- Active 16
- "CAM 4B" text
- Active 17
- "CAM 5" text
- Active 18
- "CAM 6" text
- Active 19
- "Power left:" text
- Active 20
- "CAM 1C" text
- Active 21
- hallucinations
- Stopped
- 1=Freddy
- 2="IT'S ME" lower right
- 3=Bonnie
- 4="IT'S ME" upper left
- pos set to center at start
- visible if A=1 and B=1
- values
- A
- triggers hallucinations
- 0=no hallucinations
- 1=hallucinations
- set to 1 every sec if (random # 0-999)=1
- set to 0 if C>99
- B
- flickers hallucinations on and off
- set to random # 0-9 every tick
- C
- hallucination end countdown
- add 1 every tick if A=1
- set to 0 if >99
- Active 22
- small white dot
- Active 23
- "%" text
- Active 24
- unused "Usage:" text
- Active 25
- unused "Pirate Cove" text
- Active 26
- small red square
- invisible at start
- display option, not event
- plays nose honk if clicked
- am
- "AM" text
- audio only
- "-CAMERA DISABLED- AUDIO ONLY" text
- blip
- counter
- 1=scan line transition playing, play blip sound
- set to 1 when "set viewing to">0
- bonie AI
- counter
- Bonnie's AI level
- bonnie
- blue square
- tracks Bonnie's location
- jumps to dining area if blocked
- values
- A
- randomizes movement
- 1=show stage to backstage/backstage to dining area/dining area to backstage/west hall to supply closet/west hall corner to supply closet/supply closet to ready to attack
- 2=show stage to dining area/backstage to west hall/dining area to west hall/west hall to west hall corner/west hall corner to ready to attack/supply closet to west hall
- set to random # 1-2 every sec
- B
- countdown since last moved
- set to 10 upon being chosen to move
- D
- randomizes position on cam
- 1=far
- 2=close
- set to random # 1-2 upon being chosen to move
- S
- 0=play windowscare when light is turned on
- 1=don't play windowscare when light is turned on
- bonnie activity
- counter
- add 1 at 2 AM, 3 AM, and 4 AM
- cam 2A
- cam 2a box
- cam 2b
- cam 2b box
- cam 3 closet
- cam 3 box
- cam 4A
- cam 4a box
- cam 4B
- cam 4b box
- cam 6 kitchen
- cam 6 box
- cam 7 bathrooms
- cam 7 box
- chica
- yellow square
- tracks chica's location
- values
- A
- randomizes movement
- 1=dining area to restrooms/kitchen to restrooms/restrooms to kitchen/east hall to dining area/east hall corner to east hall
- 2=dining area to kitchen/kitchen to east hall/restrooms to east hall/east hall to east hall corner/east hall corner to ready to attack
- set to random # 1-2 every sec
- B
- countdown since last moved
- set to 10 upon being chosen to move
- D
- randomizes position on cam
- 1=far
- 2=close
- set to random # 1-2 upon being chosen to move
- also used to play random sounds when in kitchen
- F
- delay from foxy running to attacking
- set to 0 if fox progress=4, then add 1 every tick that fox progress=4 afterward
- set to 0 and set fox progress to 5 if >100
- G
- delay from foxy left pirate cove to attacking
- set to 0 if fox progress=3, then add 1 every tick that fox progress=3 afterward
- set to 0 and set fox progess to 5 if >1500
- M
- countdown to foxy moving from last being watched
- unintentionally (?) prevents foxy from moving when any cam is viewed
- fixed if set when viewing pirate cove instead of any cam
- set to random # 50-1050 every 1/10 sec if monitor is up
- sub 1 if >0
- O
- 1=foxy jumpscare playing
- set to 1 when foxy attacks
- P
- used to scale the power loss when foxy attack is blocked
- add 1 after foxy attack is blocked
- S
- 0=play windowscare when light is turned on
- 1=don't play windowscare when light is turned on
- chica activity
- counter
- add 1 at 3 AM and 4 AM
- chica AI
- counter
- chica's AI level
- click cooldown
- counter
- cooldown time in ticks for clicking buttons
- set to 10 upon clicking a button
- control room follow
- values
- A
- 0=not viewing monitor
- 1=viewing monitor
- B
- 0=left door open
- 1=left door closed
- C
- 0=right door open
- 1=right door closed
- D
- 0=left light off
- 1=left light on
- E
- 0=right light off
- 1=right light on
- control room view
- counter
- 0=clear
- 1=bonnie ready to attack, chica hasn't got you
- 2=bonnie got you
- 3=chica ready to attack, bonnie hasn't got you
- 4=chica got you
- door open left
- red rectangle
- toggles left door when clicked
- values
- A
- 0=door open
- 1=door closed
- door open right
- red rectangle
- toggles right door when clicked
- values
- A
- 0=door open
- 1=door closed
- fast left
- dark purple rectangle
- fast right
- dark purple rectangle
- flip down
- horizontal light purple rectangle
- sets A of "flip up" to 0 when hovered over
- flip down 2
- lowering monitor animation
- flip it
- counter
- flip panel
- hover area that toggles monitor
- invisible if monitor is disabled
- flip up
- horizontal light purple rectangle
- values
- A
- 0=can raise/lower monitor
- 1=can't raise/lower monitor
- fox activity
- counter
- add 1 at 3 AM and 4 AM
- fox progress
- counter
- foxy's position/progress
- 0=curtain closed
- 1=peeking out
- 2=standing outside
- 3=left pirate cove
- 4=ran down west hall
- 5=ready to attack
- foxy AI
- counter
- foxy's AI level
- frame
- white frame
- visible when monitor is up
- freddy activity
- counter
- freddy AI
- counter
- Freddy's AI level
- freddy bear
- brown square
- tracks freddy's location
- values
- A
- set to random # 1-2 every sec
- G
- 1=freddy jumpscare is playing
- M
- 0=don't move
- 1=might move
- 2=will move
- set to 2 if N>=1000-(value of "freddy activity"*100)
- N
- add 1 every tick if M=1
- set to 0 if >=1000-(value of "freddy activity"*100)
- set to 0 if freddy is watched
- freddy got in
- green square
- values
- G
- set to random # 1-3
- got you left
- green square
- got you right
- green square
- Ini
- Ini Object
- last clicked
- counter
- starts at 1
- # of last cam clicked (for keeping cam when lowering monitor)
- left door
- Stopped
- open
- Animation 12
- closing
- Animation 13
- closed
- Animation 14
- opening
- values
- A
- 0=open
- 1=closing
- 2=closed
- 4=opening
- left high
- purple rectangle
- left low
- light purple rectangle
- light on left
- red rectangle
- toggles left light when clicked
- values
- A
- 0=light off
- 1=light on
- light on right
- red rectangle
- toggles right light when clicked
- values
- A
- 0=light off
- 1=light on
- lives left
- counter
- loaded level
- counter
- set to value of "level" from ini
- location
- location name text
- Stopped
- Dining Area
- Animation 12
- Show Stage
- Animation 13
- Backstage
- Animation 14
- Pirate Cove
- Animation 15
- West Hall
- Animation 16
- E. Hall Corner
- Animation 17
- W. Hall Corner
- Animation 18
- Restrooms
- Animation 19
- Kitchen
- Animation 20
- Supply Closet
- Animation 21
- East Hall
- Animation 22
- active object
- minute counter
- counter
- add 1 every sec
- set to 1 when >89
- move who?
- counter
- move bonnie or chica next
- 0=neither
- 1=bonnie
- 2=chica
- set to 1 every 4 and 97/100 sec and random # 1-20 <= value of "bonnie activity"
- set to 2 every 4 and 98/100 sec and random # 1-20 <= value of "chica activity"
- mute call
- mutes phone call when clicked
- disappears after 40 sec
- values
- A
- 0=can't be used yet, invisible
- 1=can be used
- 2=has been used, invisible
- night number
- counter
- displays night number
- night word
- "Night" text
- not using tablet
- counter
- set to 0 when viewing>0
- panel
- raising monitor animation
- panel 2
- right button panel
- Stopped
- both off
- Animation 12
- door on
- Animation 13
- light on
- Animation 14
- both on
- per second
- counter
- Perspective
- Perspective object
- play voice 1
- counter
- 0=play night 1 call
- play voice 2
- counter
- 0=play night 2 call
- play voice 3
- counter
- 0=play night 3 call
- counter
- play voice 4
- counter
- 0=play night 4 call
- play voice 5
- counter
- 0=play night 5 call
- power down
- counter
- power left
- counter
- set to 999 at start
- subtract value of "usage meter" every second
- power left 2
- counter
- displayed power
- set to value of "power left"/10
- put down
- counter
- 0=don't force monitor down
- 1=force monitor down
- random for pic
- counter
- controls hallucionations on cams
- set to random # 1-100 when not viewing cams
- ready to attack left
- green square
- ready to attack right
- green square
- right door
- Stopped
- open
- Animation 12
- closing
- Animation 13
- closed
- Animation 14
- opening
- values
- A
- 0=open
- 1=closing
- 2=closed
- 4=opening
- right high
- purple rectangle
- right low
- light purple rectangle
- screen follow 1
- controls screen movement on cams
- values
- A
- set to 1 if 0 and B>=320
- set to 2 if 1 and B>=100
- set to 3 if 2 and B>=320
- set to 0 if 3 and B>=100
- 0=move left by 1 every tick
- 2=move right by 1 every tick
- B
- add 1 every tick when A=1-3
- set to 0 if >=100 and A=1 or >=320 and A=2 or >=100 and A=3
- set viewing to
- counter
- set to cam # when a cam box is clicked
- "viewing" set to value when >0
- String 2
- unused "Night" text
- test
- counter
- always set to value of M of chica
- time of day
- counter
- starts at 12
- displayed hour
- add 1 every 90 sec
- usage meter
- counter
- # of bars
- viewing
- counter
- which camera the player is viewing
- set to the value of "set viewing to" when it's >0
- 0=not viewing cams
- 1=show stage
- 2=dining area
- 3=west hall
- 4=east hall
- 5=backstage
- 7=restrooms
- 22=west hall corner
- 33=supply closet
- 42=east hall corner
- 99=pirate cove
- vol zone
- green rectangle
- moved at start to cover east+west halls and closet
- zone where louder ambience is heard
- yellow bear
- golden freddy
- values
- A
- 1=chosen to appear
- 2=make poster appear, make golden freddy appear when put down monitor
- set to 1 every sec if (random # 0-99,999)=1
- set to 2 if 1, cam=2b, and bonnie is not at cam 2b
- B
- golden freddy jumpscare countup
- add 1 if golden freddy is visible
- go to "creepy end" if >=300
- you
- red square
- moved to box of selected cam
- used for testing if the player is watching an animatronic on cam
- values
- A
- cam disable countdown (in ticks)
- set to 300 when veiwing bonnie or chica when they are about to move
- died
- blip flash
- scan line transition
- played at start
- lives left
- counter
- static
- static
- freddy
- Active
- Freddy power out jumpscare animation
- blip flash
- scan line transition
- Ini
- Ini object
- not used in frame
- formerly used to change "lives"?
- formerly in "died" frame?
- lives left
- counter
- static
- static
- next day
- 5
- "5" text
- path movement
- moves up
- AM
- "AM" text
- Active 2
- "6" text
- always moved to under 5
- Active 3
- black shape
- hides "6"
- values
- A
- 1=5 has stopped
- set to 1 when 5 stops
- B
- ticks since 5 has stopped
- add 1 every tick if A=1
- jump to "what day" if >200 and night number<=5 and DEMO?=0 or >200 and night number=2 and DEMO?=1
- jump to "end of demo" if >200 and night number>2 and DEMO=1
- Active 4
- black shape
- hides "5"
- bonie AI
- counter
- chica AI
- counter
- DEMO?
- counter
- 0=not demo
- 1=is demo
- foxy AI
- counter
- freddy AI
- counter
- Ini
- Ini object
- saves "beat6" and "beat7"
- night number
- counter
- # of night played next
- add 1 at start
- wait
- Active
- clock icon
- String
- unused "Loading..." text
- gameover
- Backdrop
- backdrop
- image of Mike stuffed into suit
- Backdrop 2
- "Game Over" text
- random
- counter
- set to random # 1-10,000 every second
- at 10 sec, 1=go to "creepy end"
- String
- unused "Game Over" text
- the end/the end 2/the end 3
- Backdrop
- image of check or pink slip
- Ini
- sets "beatgame" to 1
- ad
- Backdrop
- help wanted ad
- customize
- 1987
- counter
- set to 1 if AI levels are 1-9-8-7
- 1=go to "creepy end" when READY button is clicked
- Active
- "Customize Night" text
- Active 2
- "READY" button
- values
- A
- set to 5 when clicked
- Active 3
- "Freddy" text
- Active 4
- "Foxy" text
- Active 5
- "Chica" text
- Active 6
- "Bonnie" text
- Backdrop
- Freddy icon
- Backdrop 2
- Bonnie icon
- Backdrop 3
- Chica icon
- Backdrop 4
- Foxy icon
- Backdrop 5
- "A.I. Level" text
- Backdrop 6
- "(0-2)easy (3-6)med (7-12)hard (13-20)extreme" text
- bonie AI
- counter
- Bonnie's AI level
- bonnie left
- -1 bonie AI
- bonnie right
- +1 bonie AI
- chica AI
- counter
- Chica's AI level
- chica left
- -1 chica AI
- chica right
- +1 chica AI
- foxy AI
- counter
- Foxy's AI level
- foxy left
- -1 foxy AI
- foxy right
- +1 foxy AI
- freddy AI
- counter
- Freddy's AI level
- freddy left
- -1 freddy AI
- freddy right
- +1 freddy AI
- Ini
- Ini object
- night number
- counter
- set to 7 on start
- String 2
- unused "(0-2)easy (3-6)med (7-12)hard (13-20)extreme" text
- String 3
- unused right arrow symbol
- creepy start
- Active
- white dots
- invisible at start
- display option, not event
- becomes visible at 9.5 sec
- 0.5 sec away from going to title
- Backdrop
- eyeless Bonnie image
- creepy end
- Backdrop
- Golden Freddy jumpscare image
- end of demo
- Backdrop
- demo end message text
- String
- unused demo end message text
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