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- Frame 17
- warning message
- unused string for text, replaced by active
- lasts 2 sec
- Enter or left click to skip
- title
- title screen
- life count was originally displayed under "Continue"
- starting amount of lives is 5
- Freddy twitching background randomly changes by giving it a random value from 0-99
- 97, 98, 99 change animation sequences
- menu can be navigated with up and down arrows
- option can selected with Enter
- holding Delete resets data
- 1/1,000 (0.1%) chance of getting the "Bonnie screen" on start
- 20 tick delay between clicking an option and changing frame
- clicking "Continue" goes to Night 1 if lives are <=0
- what day
- night number screen
- which night displayed controlled by animation sequences
- two unused 7th night objects
- Frame 1
- main game
- all office and cam views (including jumpscare animations) are animation sequences of the same object
- "control room view" counter controls office views
- "viewing" counter controls cam number
- "you" object used for testing if player is viewing a cam while an animatronic is there
- tests if animatronic is in a room by testing for animatronic's object overlapping a cam icon
- except Foxy; a counter is used to determine position
- "random for pic" counter controls hallucinations on cams
- power counter starts at 999
- power drains by subracting the value of the usage meter from the power left every second
- "power left 2" is displayed power while "power left" is stored power
- added power drains as the nights go on
- Night 2=-0.1% every 6 sec
- Night 3=-0.1% every 5 sec
- Night 4=-0.1% every 4 sec
- Night 5-7=-0.1% every 3 sec
- location names are animation sequences of one object
- 1/1,000 + 1/10 chance of getting hallucinations each second
- AI
- gets an update every amount of specfied time
- Bonnie=4 97/100 sec
- ~108 chances to move per night
- Chica=4 98/100 sec
- ~108 chances to move per night
- Freddy=3 2/100 sec
- ~180 chances to move per night
- Foxy=5 1/100 sec
- ~108 chances to move per night
- moves if random # 1-20 <= activity level
- m=l/20
- m=probabilty of movement
- l=activity level
- 0% at 0
- 5% at 1
- 10% at 2
- 15% at 3
- 20% at 4
- 25% at 5
- 30% at 6
- 35% at 7
- 40% at 8
- 45% at 9
- 50% at 10
- 55% at 11
- 60% at 12
- 65% at 13
- 70% at 14
- 75% at 15
- 80% at 16
- 85% at 17
- 90% at 18
- 95% at 19
- 100% at 20
- a=m*c
- a=average times moved per night
- m=probabilty of movement
- c=chances to move per night
- 0 at c=0
- ~5 at c=5%
- ~11 at c=10%
- ~16 at c=15%
- ~22 at c=20%
- 27 at c=25%
- ~32 at c=30%
- ~38 at c=35%
- ~43 at c=40%
- ~49 at c=45%
- 54 at c=50%
- ~59 at c=55%
- ~65 at c=60%
- ~70 at c=65%
- ~76 at c=70%
- 81 at c=75%
- ~86 at c=80%
- ~92 at c=85%
- ~97 at c=90%
- ~103 at c=95%
- 108 at c=100%
- locations randomized by setting a value to 1 or 2 every sec
- initial activity level=Custom Night AI levels
- Night 1=0-0-0-0
- 0-1-0-0 at 2 AM
- 0-2-1-1 at 3 AM
- 0-3-2-2 at 4 AM
- Night 2=0-3-1-1
- 0-4-1-1 at 2 AM
- 0-5-2-2 at 3 AM
- 0-6-3-3 at 4 AM
- Night 3=1-0-5-2
- 1-1-5-2 at 2 AM
- 1-2-6-3 at 3 AM
- 1-3-7-4 at 4 AM
- Night 4=1-2-4-6/2-2-4-6
- 1-3-4-6/2-3-4-6 at 2 AM
- 1-4-5-7/2-4-5-7 at 3 AM
- 1-5-6-8/2-5-6-8 at 4 AM
- Night 5=3-5-7-5
- 3-6-7-5 at 2 AM
- 3-7-8-6 at 3 AM
- 3-8-9-7 at 4 AM
- Night 6=4-10-12-6
- 4-11-12-6 at 2 AM
- 4-12-13-6 at 3 AM
- 4-13-14-7 at 4 AM
- Bonnie, Chica, Foxy get more active as the night goes on
- 2 AM=+1 Bonnie activity
- 3 AM=+1 Bonnie, Chica, Foxy activity
- 4 AM=+1 Bonnnie, Chica, Foxy activity
- explains why all but Freddy can activate when set to 0
- 1.7 sec between Foxy running and attacking
- 25 sec between Foxy leaving Pirate Cove and attacking
- min Foxy attack time formula if progress<3: 5*progress left+26
- min Foxy attack time when progress=0: about 41 sec
- 50 tick minimum cam cooldown=about 1 sec
- about 5 sec minimum to advance progress=15 sec to go from stage 0 to 3
- 25 sec until attack if not watching cams
- Foxy attack time at max cam cooldown: >57.5 sec
- 1050 tick max cam cooldown=17.5 sec
- about 5 sec minimum to advance progress=15 sec to go from stage 0 to 3
- 25 sec attack time if not watching cams
- time between power out and power out death is completely random
- max 20 sec freddy flicker/blackout time
- each night lasts 9 mins
- each "hour" lasts 1 min 30 sec
- each "minute" lasts 1.5 sec
- Golden Freddy stare time is 5 sec
- ambient noise when bonnie/chica close or foxy is out from curtain
- volume increases the more animatronics there are
- died
- post-death static
- freddy
- Freddy jumpscare (power out)+post-death static
- next day
- 6 AM screen
- saves beat6 and beat7
- wait
- unused "Loading..." string
- attempts to jump to "Frame 1" after 1/10 sec and 1 sec
- gameover
- "Game Over" screen
- 1/10,000 (0.01%) chance to get Golden Freddy death screen
- the end
- Night 5 ending
- ad
- Help Wanted ad shown when starting new game
- Escape, Enter, or left click to skip
- the end 2
- Night 6 ending
- saves beatgame as a result of copying "the end" frame
- image has slight sepia tint
- customize
- Customize Night screen
- AI level numbers are counters
- the end 3
- Night 7 ending
- saves beatgame as a result of copying "the end" frame
- image has slight sepia tint
- creepy start
- Bonnie screen
- creepy end
- Golden Freddy death screen
- end of demo
- message after completing demo
- unused string for text, replaced by Backdrop
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