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- Frame 1
- Active
- scan line
- Active 2
- "CAM 02" text
- Active 3
- "CAM 01" text
- Active 4
- "CAM 03" text
- Active 5
- "CAM 04" text
- Active 6
- "CAM 05" text
- Active 7
- "CAM 06" text
- Active 8
- "CAM 07" text
- Active 9
- "CAM 08" text
- Active 10
- "CAM 09" text
- Active 11
- "CAM 10" text
- Active 12
- "CAM 11" text
- Active 13
- "CAM 12" text
- Active 14
- location name text
- Stopped
- Party Room 1
- Animation 12
- Party Room 2
- Animation 13
- Party Room 3
- Animation 14
- Party Room 4
- Animation 15
- no frames
- Animation 16
- no frames
- Animation 17
- Left Air Vent
- Animation 18
- Right Air Vent
- Animation 19
- Main Hall
- Animation 20
- Parts/Service
- Animation 21
- Show Stage
- Animation 22
- Game Area
- Animation 23
- Prize Corner
- Animation 24
- Kid's Cove
- Active 15
- white frame
- Active 16
- office and cam views
- Stopped
- office
- Animation 12
- show stage all present light
- Animation 13
- left vent
- Animation 14
- left vent light
- Animation 15
- right vent
- Animation 16
- right vent light
- Animation 17
- game area balloon boy
- Animation 18
- game area balloon boy light
- Animation 19
- kid's cove
- Animation 20
- kid's cove mangle light
- Animation 21
- main hall
- Animation 22
- main hall light
- Animation 23
- parts/service
- Animation 24
- parts/service all present light
- Animation 25
- prize corner
- Animation 26
- prize corner light
- Animation 27
- party room 1
- Animation 28
- party room 1 light
- Animation 29
- party room 3
- Animation 30
- party room 3 light
- Animation 31
- party room 4
- Animation 32
- party room 4 light
- Animation 33
- party room 2
- Animation 34
- party room 2 light
- Animation 35
- office
- Animation 36
- office flashlight
- Animation 37
- office left vent light
- Animation 38
- office right vent light
- Animation 39
- show stage toy bonnie gone
- Animation 40
- show stage toy bonnie gone light
- Animation 41
- show stage toy freddy
- Animation 42
- show stage toy freddy light
- Animation 43
- party room 3 toy bonnie light
- Animation 44
- party room 2 toy bonnie light
- Animation 45
- right vent toy bonnie light
- Animation 46
- show stage all present
- Animation 47
- office left vent light toy bonnie
- Animation 48
- main hall toy chica
- Animation 49
- main hall toy chica light
- Animation 50
- office flashlight toy chica
- Animation 51
- party room 1 toy chica light
- Animation 52
- left vent toy chica light
- Animation 53
- office left vent light toy chica
- Animation 54
- game area balloon boy toy freddy light
- Animation 55
- office flashlight toy freddy
- Animation 56
- office flashlight toy freddy close
- Animation 57
- main hall bonnie light
- Animation 58
- office flashlight bonnie
- Animation 59
- party room 1 bonnie light
- Animation 60
- left vent bonnie light
- Animation 61
- office bonnie
- Animation 62
- parts/service bonnie gone light
- Animation 63
- parts/service freddy light
- Animation 64
- parts/service all gone light
- Animation 65
- party room 2 chica
- Animation 66
- party room 2 chica light
- Animation 67
- party room 4 chica light
- Animation 68
- right vent chica light
- Animation 69
- office chica
- Animation 70
- main hall freddy light
- Animation 71
- party room 3 freddy
- Animation 72
- party room 3 freddy light
- Animation 73
- office flashlight freddy
- Animation 74
- office freddy
- Animation 75
- parts/service foxy
- Animation 76
- office flashlight foxy
- Animation 77
- prize corner puppet pop up light
- Animation 78
- prize corner puppet out light
- Animation 79
- prize corner puppet gone light
- Animation 80
- kid's cove mangle gone light
- Animation 81
- right vent mangle light
- Animation 82
- office left vent light balloon boy
- Animation 83
- office right vent light mangle
- Animation 84
- office flashlight mangle
- Animation 85
- game area balloon boy gone
- Animation 86
- game area balloon boy gone toy freddy light
- Animation 87
- game area balloon boy gone light
- Animation 88
- party room 4 paper pal gone
- Animation 89
- show stage all gone
- Animation 90
- party room 4 toy bonnie
- Animation 91
- party room 4 toy bonnie light
- Animation 92
- party room 4 toy chica light
- Animation 93
- office flashlight golden freddy
- Animation 94
- parts/service shadow freddy light
- Animation 95
- prize corner endoskeleton light
- Animation 96
- left vent endoskeleton light
- Animation 97
- office flashlight foxy bonnie
- Animation 98
- office flashlight foxy mangle
- Animation 99
- office flashlight disabled
- Animation 100
- left vent balloon boy light
- Active 17/Active 18
- scan line
- Active 19
- toy bonnie in office
- Active 20
- mangle
- Stopped
- prize corner
- Animation 12
- game area
- Animation 13
- party room 2
- Animation 14
- main hall
- Animation 15
- office
- Active 21
- balloon boy in office
- Active 22
- "flashlight" text
- AM
- "AM" text
- values
- A
- add 1 every second
- >=70: advance hour by 1
- attack animation
- jumpscare animations
- Stopped
- default Active
- Animation 12
- freddy
- Animation 13
- bonnie
- Animation 14
- chica
- Animation 15
- foxy
- Animation 16
- toy bonnie
- Animation 17
- toy chica
- Animation 18
- toy freddy
- Animation 19
- mangle
- Animation 20
- puppet
- Animation 21
- golden freddy
- values
- A
- jumpscare time
- >=40: go to static
- balloon boy
- balloon boy marker
- values
- A
- 1=check to move
- 2=move
- B
- movement cooldown time
- C
- set disable time for location moved to
- set to 10 upon move
- G
- 1=balloon boy gets in office
- 2=balloon boy in office
- M
- add 1 if freddy head on
- Balloon Boy AI
- counter
- balloon boy AI level
- battery life
- counter
- stored/displayed flashlight battery
- max values
- night 1: 7000
- night 2: 6000
- night 3: 5000
- night 4: 4000
- night 5+: 3000
- BB
- balloon boy desk figure
- BB AI
- counter
- entered balloon boy AI level
- being attacked by
- counter
- which animatronic is attacking
- 0=no one
- 1=freddy
- 2=bonnie
- 3=chica
- 4=foxy
- 5=toy bonnie
- 6=toy chica
- 7=toy freddy
- 8=mangle
- 9=puppet
- 12=golden freddy
- blackout
- black rectangle that covers screen
- set alpha blend to C when A>=300
- values
- A
- timer
- add 1 when in danger
- set to 0 when <0
- >=300: check and move animatronic in office, set alpha blend to C
- B
- random flickering
- set to random # 0-49 when A is 21-99
- set to random # 50-69 when A is 100-199
- set to 100 when A>=200
- <25: make invisible
- >=25: reappear
- C
- fade out
- add 1 when A>=300
- 1=in danger
- set to 250 when >0 and viewing cams
- >=250: make invisible, set ABC to 0
- D
- set to 0 if <0 or viewing cams
- sub 1 and reappear if >0
- 0=make invisible
- blackout in progress
- counter
- blackout timer
- counter
- add 1 when hallucinating endoskeleton or purple freddy
- 1=A or C of static is >0
- >=30: disable cams for 200 ticks, play metalrun, set to 0, set random image to 0
- blip
- counter
- 1=create scan line transition
- blip 2
- scan line transition
- bonie AI
- entered bonnie AI level
- bonnie
- bonnie desk plushie
- button reset
- large horizontal purple rectangle
- cam 01
- party room 1 camera icon
- values
- A
- 1=reset all cam icon animations
- B
- controls randomization of balloon boy sounds
- set to random # 1-4 on ballon boy move into/out of party rooms
- 1=hi
- 2=laugh
- 3=hello
- 4=set to random # 1-4
- F
- controls randomization of footstep sounds
- set to random # 1-5 on animatronic move in footstep zone
- M
- controls randomization of mangle movement sounds
- set to random # 1-3 on mangle move in foostep zone
- V
- intended to control randomization of vent sounds
- set to random # 1-5 on animatronic entering or leaving vent
- cam 2
- party room 2 camera icon
- cam 3
- party room 3 camera icon
- cam 4
- party room 4 camera icon
- cam 5
- left air vent camera icon
- cam 6
- right air vent camera icon
- cam 7
- main hall camera icon
- cam 8
- parts/service camera icon
- cam 9
- show stage camera icon
- cam 10
- game area camera icon
- cam 11
- prize corner camera icon
- cam 12
- kid's cove camera icon
- camera follow
- camera views follow
- camera follow 2
- office view follow
- check and move
- counter
- 1=check animatronic in office for movement
- chica
- chica desk plushie
- chica AI
- entered chica AI level
- chicalookatyou
- chica in office
- click and hold text
- "click & hold" text
- close by
- warning ambience zone
- values
- A
- set to 1 if animatronic is in zone
- close it all
- counter
- cupcake
- cupcake on desk
- values
- A
- unused
- B
- 1=toy bonnie desk figure
- C
- 1=bonnie desk plushie
- D
- 1=balloon boy desk figure
- E
- 1=foxy desk plushie
- F
- 1=chica desk plushie
- G
- 1=freddy desk plushie
- H
- 1=cupcake on desk
- I
- 1=mic on desk
- J
- 1=golden freddy desk plushie
- danger 1
- warning sign when monitor is down
- danger 2
- warning sign when monitor is up
- decide path
- counter
- set to random # 1-2 every sec
- 1=freddy: party room 3 to hall close, mangle: party room 2 to left vent
- 2=freddy: party room 3 to main hall, mangle: party room 2 to party room 1
- DEMO?
- counter
- 0=not demo
- 1=demo
- 2=extended demo
- drop button
- purple horizontal rectangle
- drop everything
- counter
- 1=take off freddy head or lower monitor
- flip animation
- monitor flip up animation
- flip down
- monitor flip down animation
- values
- C
- 1=monitor lowered
- flip mask button
- freddy head toggle area
- flip panel button
- monitor toggle area
- values
- A
- 0=monitor down
- 1=raising monitor
- 2=monitor up
- B
- 0=can toggle monitor/freddy head
- 1=can't toggle monitor/freddy head
- foxy
- foxy desk plushie
- foxy AI
- entered foxy AI level
- frame
- Perspective object
- freddy AI
- entered freddy AI level
- freddy plush
- freddy desk plushie
- freddy under table
- toy freddy in office
- golden
- golden freddy marker
- values
- A
- set to 0 if B is other than 1
- set to 1 if freddy head is on
- add 1 when B=1, hall light on, no one is in hall
- >100: got you
- B
- set to random # 0-10 every sec when AI>0 and hall light on
- 1=golden freddy appears in hall
- golden fred
- golden freddy desk plushie
- golden freddy AI
- entered golden freddy AI level
- Golden Freddy AI
- golden freddy AI level
- got you box
- gray square
- marker goes here when animatronic caught you
- got you stage
- counter
- 0=no one in office
- 1=standing in office
- 2=got you
- hall movement
- vertical green rectangle
- values
- A
- hall light disable time
- set to 300 on animatronic entering hall
- sub 1 when >0
- hall stage 1
- far hall position
- hall stage 2
- close hall position
- hear foosteps
- footsteps heard if an animatronic moves in this zone
- honk
- small red square
- poster honk area
- in danger
- counter
- 1=bonnie, chica, freddy, or toy freddy is in office
- in office
- marker goes here when animatronic is in office
- Ini
- Ini object
- JJ
- purple-colored balloon boy under table
- last viewed
- counter
- left light
- left vent light
- Stopped
- off
- Animation 12
- on
- values
- A
- 0=on
- 1=off
- lit?
- counter
- 0=flashlight off
- 1=flashlight on
- make effect
- pos for blip 2, flip animation, mask come down, mask come up to be created at
- mangle AI
- entered mangle AI level
- map
- monitor map
- mask
- freddy head
- values
- A
- 0=not wearing freddy head
- 1=lowering freddy head
- 2=wearing freddy head
- 3=raising freddy head
- mask come down
- freddy head lowering animation
- mask up
- freddy head rasing animation
- maxed mask
- counter
- 1=toxic bar is full
- mic
- microphone on desk
- midrange
- horizontal red rectangle
- mike
- marker-sized square crying skull icon
- music box counter
- music box winding circle
- max value=2000
- music button
- wind up music box button
- values
- A
- how much box is wound
- add 5 every tick when winding
- night 1: sub 2 every 5/100 sec when not wound after 2 AM
- night 2: sub 2 every 5/100 sec when not wound
- night 3 (full game): sub 3 every 5/100 sec when not wound
- night 4/night 3 (demo): sub 4 every 5/100 sec when not wound
- night 5: sub 5 every 5/100 sec when not wound
- night 6/night 7: sub 6 every 5/100 sec when not wound
- set to 300 when winding if <300
- <=400: orange warning
- <=200: red warning
- min value=0
- max value=2000
- B
- unwind cooldown
- sub 1 every tick when >0
- set to 10 when winding
- mute call
- mute call button
- new bonnie
- toy bonnie marker
- values
- A
- 1=check to move
- 2=move
- B
- movement cooldown time
- set to 500 upon entering vent
- set to 1000-(night #*100) on poking out of vent
- C
- set disable time for location moved to
- set to 10 upon move
- I
- 1=toy bonnie in office and monitor is down
- new bonnie AI
- toy bonnie AI level
- new chica
- toy chica marker
- values
- A
- 1=check to move
- 2=move
- B
- movement cooldown time
- C
- set disable time for location moved to
- set to 10 upon move
- I
- add 1 every sec if in office
- >5 and monitor is up: got you
- M
- add 1 if freddy head on
- new chica AI level
- toy chica AI level
- new foxy
- mangle marker
- values
- A
- 1=check to move
- 2=move
- B
- movement cooldown time
- C
- set disable time for location moved to
- set to 10 upon move
- G
- 1=engage the jumpscare
- H
- 1=mangle gets in
- 2=mangle is in
- M
- add 1 if freddy head on
- new foxy AI level
- mangle AI level
- new freddy
- toy freddy marker
- values
- A
- 1=check to move
- 2=move
- B
- movement cooldown time
- C
- set disable time for location moved to
- set to 10 upon move
- new freddy AI
- toy freddy AI level
- night
- counter
- displayed night number
- night number
- counter
- stored night number
- night text
- "Night" text
- office occupied
- counter
- 1=freddy, bonnie, chica, or toy freddy is in office
- old bonnie
- bonnie marker
- values
- A
- 1=check to move
- 2=move
- B
- movement cooldown time
- C
- set disable time for location moved to
- set to 10 upon move
- old bonnie AI
- bonnie AI level
- old chica
- chica marker
- values
- A
- 1=move
- 2=check to move
- B
- movement cooldown time
- C
- set disable time for location moved to
- set to 10 upon move
- old chica AI
- chica AI level
- old foxy
- foxy marker
- values
- A
- 1=check to move
- 2=move
- B
- movement cooldown time
- C
- set disable time for location moved to
- set to 10 upon move
- D
- set to 0 at 12, 1, 2 AM on night 1
- set to 0 every sec on night 1, on night 2 at 12 and 1 AM
- set to 0 on move, move to hall
- set to 0 if foxy in hall and light on
- add 1 every sec if not in danger
- add 1 every sec if freddy head is on and no animatronics in office
- sub 1 every 0.5 sec if >0, foxy in parts/service, hall light on
- J
- add 1 when foxy in hall light on
- >100*night #: go back to parts/service
- old foxy AI
- foxy AI level
- old freddy
- freddy marker
- values
- A
- 1=check to move
- 2=move
- B
- movement cooldown time
- set to 5000-(night #*500) when prevented from entering office
- C
- set disable time for location moved to
- set to 10 upon move
- Z
- set to 0 when monitor down
- add 1 when monitor up
- old freddy AI
- freddy AI level
- paper pals
- paper pal marker
- values
- A
- 1=check to move
- 2=move to office
- B
- movement cooldown time
- C
- set disable time for location moved to
- set to 10 upon move
- paperpal
- paper pal in office
- Paperpals AI
- paper pal AI level
- set to (random # 1-100)/100 at start
- play voice 1
- counter
- 0=play night 1 call
- 1=don't play night 1 call
- play voice 2
- counter
- 0=play night 2 call
- 1=don't play night 2 call
- play voice 3
- counter
- 0=play night 3 call
- 1=don't play night 3 call
- play voice 4
- counter
- 0=play night 4 call
- 1=don't play night 4 call
- play voice 5
- counter
- 0=play night 5 call
- 1=don't play night 5 call
- play voice 6
- counter
- 0=play night 6 call
- 1=don't play night 6 call
- press CTRL
- "Press & hold CTRL to use the flashlight." text
- values
- A
- add 1 when control is pressed
- destroy if >=100
- puppet in office
- puppet in office
- unused
- puppet kill
- counter
- 1=puppet killed you
- random image
- counter
- controls hallucinations
- set to random # 0-999 when monitor is down
- 3=left vent endoskeleton
- 9=JJ under desk
- <=100: parts/service shadow freddy/prize corner endoskeleton
- rec
- red circle
- red
- red rectangle
- under toxic bar
- red button
- purple horizontal rectangle
- ribbons1
- loose wires in right vent
- right light
- right vent light
- Stopped
- off
- Animation 12
- on
- values
- A
- 0=off
- 1=on
- RWQFSFASXC
- shadow bonnie
- destroyed if flashlight turned on
- scroll left
- scroll left 2
- scroll left 3
- scroll right
- scroll right 2
- scroll right 3
- signal out
- "Signal Interrupted" text
- sockpuppet
- puppet marker
- values
- A
- 1=check to move
- 2=move
- B
- movement cooldown time
- set to 10 when flash light at puppet while puppet is out
- C
- set to random # 1-2 every sec
- 1=main hall to party room 3
- 2=main hall to party room 4
- D
- add 1 every tick
- set to 0 on advancing out of box
- S
- 0=puppet in box
- 1=puppet pop up
- 2=puppet almost out
- >=3: puppet gone
- Sockpuppet AI
- puppet AI level
- static
- static overlay
- alpha blend set to (A+B)-C-D every 1/10 sec
- Stopped
- static animation
- Animation 12
- puppet full body
- Animation 13
- puppet close up
- Animation 14
- puppet close up tilt
- Animation 15
- puppet extreme close up
- values
- A
- set to random # 125-175 every 1/10 sec
- B
- set to (random # 0-5)*10 ~every 5/10 sec
- C
- set to ((random # 0-31)/30)*50 every 1/10 sec
- D
- set to random # 100-200 every 2/10 sec when watching puppet
- E
- 1=displaying puppet
- F
- 1=flashing puppet while puppet is out
- String
- unused "CAM 12" text
- String 2
- unused "flashlight" text
- stun time
- counter
- init value 400
- sets movement cooldown time of animatronics to 400 when light is shined at them
- table fan
- desk and fan
- test 1
- counter
- set to battery life evrey tick
- test 3
- counter
- set to J of foxy every tick
- test 4
- counter
- time allowed
- counter
- night 1: 100
- night 2: 80
- night 3: 60
- night 4: 55
- night 5/6: 50
- night 7: 45
- time left
- counter
- time left until got you
- set to time allowed when bonnie, chica, freddy, or toy freddy is in office
- time of the night
- counter
- hour
- toxic
- unused toxic bar
- max value=20
- add 1 every 0.5 sec when freddy head is on
- sub 1 every 0.5 sec when >0 and mask off
- 20=set maxed mask to 1
- toxic bar
- toxic bar outline and text
- toy bonnie
- toy bonnie desk figure
- toy bonnie AI
- entered toy bonnie AI
- toy chica AI
- entered toy chica AI
- toy freddy AI
- entered toy freddy AI
- viewing
- counter
- which camera the player is viewing
- 0=not viewing cams
- 1=party room 1
- 2=party room 2
- 3=party room 3
- 4=party room 4
- 5=left vent
- 6=right vent
- 7=main hall
- 8=parts/service
- 9=show stage
- 10=game area
- 11=prize corner
- 12=kid's cove
- viewing hall light
- counter
- 0=flashlight off and viewing cams
- 1=flashlight on and viewing cams
- white button
- who got you
- counter
- formerly used for which animatronic is about to jumpscare
- 4=foxy
- 5=mangle
- wind up text
- "Wind Up Music Box" text
- yellowbear
- golden freddy in office
- values
- A
- 1=mask on before using flashlight or monitor
- your view
- player viewing camera marker
- values
- B
- cam disable time
- set to random # 50-150 when toy bonnie, toy chica, or toy freddy moves while watched
- 8bit
- Active
- Freddy player character
- Active 2
- static overlay
- Active 3
- foxy
- Backdrop
- black lines overlay
- Backdrop 2
- horizonal wall pieces
- Backdrop 3
- vertical wall pieces
- blip spot
- pos for scan lines
- blood 1/blood 2/blood 3/blood 4
- blood spots
- checker
- checkered floor
- controls
- "WASD" text
- dead bonnie
- bonnie
- dead chica
- chica
- down barrier
- bottom wall piece
- freddy maker
- counter
- set to random # 1-100 on new frame
- 1-4=spawn golden freddy (randomizes position)
- gf
- golden freddy
- Animation 12
- white dots in eyes
- values
- A
- 1=has been touched
- set to random # 1-100 on start
- B
- time since touch
- destroy when >=30
- gift
- puppet's box
- he was here
- mangle
- values
- A
- 0=moving left
- 1=moving right
- B
- time moving
- >=15: switch directions
- hit box
- red square
- freddy's hitbox
- horizontal
- counter
- add 1 when leave left
- sub 1 when leave right
- X axis value of current room
- starts at 1
- leave bottom
- red rectangle
- detects if freddy goes down one room
- leave left
- red rectangle
- detects if freddy goes left one room
- leave right
- red rectangle
- detects if freddy goes right one room
- values
- A
- 1=spawn Purple Man
- set to random # 1-100 when move right one room
- leave top
- red rectangle
- detects if freddy goes up one room
- left barrier
- left wall piece
- letters
- counter
- +1 every 3 sec
- which letter is played
- 1=S
- 2=A
- 3=V
- 4=E
- 5=T
- 6=H
- 7=E
- 8=M
- 9=set to 1
- man
- purple man
- move down
- red rectangle
- used to test collisions with static objects
- values
- A
- 0=can move down
- 1=can't move down
- move left
- red rectangle
- used to test collisions with static objects
- values
- A
- 0=can move left
- 1=can't move left
- move right
- red rectangle
- used to test collisions with static objects
- values
- A
- 0=can move right
- 1=can't move right
- move up
- red rectangle
- used to test collisions with static objects
- values
- A
- 0=can move up
- 1=can't move up
- new frame
- counter
- 1=entered new room
- party table
- party room/dining area tables
- phantom down
- puppet moving down
- values
- A
- times moved
- >10: destroy
- phantom right
- puppet moving right
- values
- A
- times moved
- >10: destroy
- phantomup
- puppet moving up
- values
- A
- times moved
- >10: destroy
- pupp
- counter
- which room puppet spawns in
- 0=spawn in Main Hall left
- >=1: spawn in office hall far
- >=2: spawn in office hall close
- puppet kill
- counter
- right barrier
- right wall piece
- scanline/scanline 2/scanline 3
- scan lines
- spawn
- counter
- set to random # 0-4 at start
- spawn room
- 0=Parts/Service
- 1=Party Room 3
- 2=Party Room 2
- 3=Office
- stage
- show stage with toy animatronics
- table fan
- office desk and fan
- trash1
- litter on floor
- up barrier
- top wall piece
- vertical
- counter
- add 1 when leave bottom
- sub 1 when leave top
- Y axis value of current room
- starts at 2
- you can't
- dead kid
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