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text is down here ↓
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THING TO NOTE:
Every time the AI (or temperature) gets divided, the divison will be floored.
When getting a decimal, round down to the nearest whole number.
by u/namesmitt
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made by namesmitt
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Character
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Freddy:
Every second, it will add Random( AI ) + ((temperature - 60) / 5) to his progress.
To break it down, it will add his randomized AI level (minus 1), and then add an additonal 1 for every 5 degrees over 60.
He progresses a stage in the hallway for every 100 increments.
400 means he's ready to attack, and 500 or more means death if the camera is up with the left door open.
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Bonnie
The Bonnie/Foxy figurine has a 1/3 chance to change every 2 seconds when the camera is either completely up or down.
Then when the figurine is ready to change, it waits until the camera flipping down animation is playing.

How long Bonnie disables the camera feed is 250 + (AI * 20) in frames.
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Chica:
Every 15 seconds, it does a check of Random(0 - 39) < AI to determine if Chica should become unhappy.
If the global music box is on, it will automatically fail that check.
If it succeeds in doing two checks in a row, that is when Chica gets angry, and will come to get you.
After that point, if the camera is up, every half second interval, it's a 1/5 chance that Chica kills you.
The sound of pots and pans is at 60 volume on the kitchen camera, 10 volume on any other camera, and 2 volume in the office.
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Foxy:
Whenever the Foxy figurine is on the table, Foxy is constantly progressing every frame, going by 1 + Value H.
If the Bonnie figurine is on the table, but Foxy has begun entering the office, he still progresses by 1 every frame.
If his progression is greater than 1000 - (AI * 10), Foxy has a 2/3 change to progress to the next stage.
Value H will increase by 1 for every stage that Foxy progresses, capping at 3.
Watching Foxy in Pirate's Cove will reset Value H to 0, along with his progress onto the next stage.
Watching Foxy in Pirate's Cove will not work if he has left the Cove, or if Bonnie has scrambled the cameras.
When Foxy has progressed to his kill stage, being stage 9, he has a 1/10 chance to kill you every frame you are in the cameras.
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Toy Freddy:
Every 10 seconds, if Mr. Hugs is being blocked by the correct door, he has a Random(0 - 29) < AI chance of choosing a door.
Mr. Hugs can move to the same door he's currently standing at, so it's an additional 2/3 chance for him to pick a different door.
If you are viewing Toy Freddy's room during these 10 second intervals, Mr. Hugs will not budge.

If Mr. Hugs remains at an unclosed door for longer than 1000 - (AI * 5) frames, Toy Freddy will GAME OVER if you are not viewing his room.
After his gamer rage activates, having the camera up every half second interval gives a 1/10 chance of meeting your end.
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Toy Bonnie:
Every 15 seconds, him appearing is determined by Random(0 - 59) < AI
Wearing the mask will increase a value by 1 per frame, 2 per frame if you are looking at him.
If that value reaches over 200, he leaves. This value is also randomized from 0-99 when he first appears.
If he occupies the office for longer than 250 frames, the lights flicker heavily. Over 300 means you're dead.
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Toy Chica:
Every 14 seconds, her appearing is determined by Random(0 - 59) < AI
Wearing the mask will increase a value by 1 per frame, 3 per frame if you are looking at her.
If that value reaches over 200, she leaves. This value is also randomized from 0-99 when she first appears.
If she occupies the office for longer than 250 frames, the lights flicker heavily. Over 300 means you're dead.
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Mangle:
He starts at a movement speed of 3, and his speed is set to Random( AI / 2 ) + 1 every 6 seconds.
Once Mangle turns a corner in his path, his movement speed resets to 1.
He has the same likelihood to choose any path.
If he overlaps the vent snare for half a second, she will return to the start.

If she reaches the vent opening, and the camera is up, she immediately enters the office.
With the camera up, she has a 1/30 chance every second to jumpscare you.
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Withered Chica:
She starts at a movement speed of 6, and her speed is set to Random( AI / 2 ) + 1 every 6 seconds.
Once Withered Chica turns a corner in her path, her movement speed resets to 1.
She will always take the longest path.
If she overlaps the vent snare for half a second, she will return to the start.

If she reaches the vent opening, and the camera is up, she immediately gets stuck in it.
With the camera up, she has a 1/15 chance every second to jumpscare you.
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Springtrap:
He starts at a movement speed of 5, and his speed is set to Random( AI / 2 ) + 1 every 6 seconds.
Once Springtrap turns a corner in his path, his movement speed resets to 1.
He will always take the longest path, and isn't affected by the vent snare.

If he waits at the vent opening for longer than 400 - (AI * 10) frames, and the camera is up, and Chica isn't blocking the vent, he gets you.
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Ennard:
He starts at a movement speed of 1, and his speed is set to Random( AI / 2 ) + 1 every 6 seconds.
Once Ennard turns a corner in his path, his movement speed resets to 5.
His icon is partially visible for 20 frames after his character icon moves.
He will always take the middle path, and isn't affected by the vent snare.

If he waits at the vent opening for longer than 400 - (AI * 10) frames, and the camera is up, and Chica isn't blocking the vent, he gets you.
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Molten Freddy:
He starts at a movement speed of 8, and his speed is set to Random( AI / 2 ) + 2 every 6 seconds.
Once Molten Freddy turns a corner in his path, his movement speed resets to 5.
He will always take the middle path, and isn't affected by the vent snare.

If he waits at the vent opening for longer than 400 - (AI * 10) frames, and the camera is up, and Chica isn't blocking the vent, he gets you.
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Vent Character
Speed Explanation:
The three vent routes can be measured in Units, with the short path being ~127 units, the middle path being ~242 units, and the longest path amounting to ~279 units.

In regard to movement speed, an animatronic will progress the same amount of units as their current speed value, per second.

As an example, a speed of 5 will make an animatronic progress by 5 units every second. At that fixed rate, if they took the middle vent, they’d reach the opening at around 48½ seconds.
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BB and JJ:
Spawn chance is Random(1 - 30) < AI when the camera is flipped up.
Reaction time is 300 - (AI * 5), and entering if the camera is up.
BB disables the flashlight for 600 frames, and JJ disables the doors for 500 frames.
If BB is occupying the vent, it prevents JJ from appearing in the vent.
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Withered Bonnie:
Every 13 seconds, if the camera is up, his spawn chance is Random(0 - 29) < AI
Once the mask is fully on, it's a 1/30 chance every frame that he goes away.
After the mask has been worn for 60 frames, another 1/30 chance every frame is added as an attempted failsafe.
If he stands ominously in the office for longer than 250 - (AI * 4) in frames, you face the consequences of your failiure.
As evident by the RNG, Withered Bonnie is never guarenteed to leave your office once he arrives.
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Golden Freddy:
Spawn chance is Random(1- 40) < AI + 1 once the camera is flipped up, and he was not in the office.
He gives you 80 - AI frames to react.

His reaction time cannot decrease if the camera is flipping up or down, but the same does not apply to the mask.
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Marionette:
The music box has a max of 100.
Manually winding it adds 10 to the counter every 300 milliseconds.
The global music box adds 5 to the counter every second.
Every 500 milliseconds, it will drain (AI / 10) + 1 when not being currently wound.
Once at 0, he has a 1/3 chance to kill you every cumulative second of the camera being up.
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Phantom Mangle:
When the camera is first flipped up, it does a spawn check of Random(0 - 59) < AI
If you stare at him for longer than 51 frames, he enters the office, creating an audio disturbance for 400 + (AI * 10) frames.
Clicking any of the system buttons, including the one you're on, will despawn him.
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Phantom Freddy:
He starts at a value of 255 at the beginning of the night.
Every 250 milliseconds, it will subtract (AI / 5) + 1 from that value, if the flashlight is not on.
At 120 degrees, it will subtract an additional 1 from that value every 50 milliseconds when the light is not on.

Shining the light on him will add 5 to that value every frame, up to 400.
When it reaches 0, he jumpscares you, and it'll set the value to 1000.

If any mid vent characters are waiting at the opening, Phantom Freddy will force them into the room, specifically 20 frames into his jumpscare.
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Phantom BB:
When the camera is first flipped up, it does a spawn check of Random(0 - 49) < AI
If you stare at him for 100 - (AI * 2) frames, he jumpscares you.
Clicking any of the camera buttons, including the one you're on, will despawn him.
Clicking the vent or duct system button works too, and if you start in the vent or duct system, he immediately despawns.
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Nightmare Freddy:
Every 1 second interval with the camera up, it has a Random(0 - 29) < AI chance to add one Freddle.
A total of 5 Freddles can spawn, with the "Freddle Count" having to reach 7 or more to summon Nightmare Freddy.

With 1-2 Freddles, the flashlight has a 1/20 chance every frame to make one disappear.
With 3 or more Freddles, the flashlight has a 1/10 chance every frame to have one disappear.
The flashlight focuses on one Freddle at a time, but if one gets cleared, the next Freddle also has a chance to get cleared on the same frame, and so forth.
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Nightmare Bonnie
Nightmare Mangle
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Baby:
The plushie price is (AI / 10) * 5 + 10
The animatronics will show up at 1, 3, and 5am.
You get a 20 second grace period when they first show up.
If the plushie is not bought after 20 seconds, and you are not on cam 2, jumpscare commences.
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Nightmare Fredbear
and Nightmare:
Every 5 seconds, if the camera is up, their spawn chance is Random(1 - 40) < AI
They give a reaction time of 300 - (AI * 5) in frames, and jumpscaring if the camera is up.
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Jack-O-Chica:
If the office gets over 90 degrees, it will add Random( AI ) * 2 to her value every second.
Closing both doors under 100 degrees will decrease it by 10 per frame, for a minimum of -50.
She kills you if it reaches over 500.
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Nightmarionne:
His location in the office is determined by a number from 1-6.
1-4 means he is lurking somewhere in the office, and 5-6 means he is a single pixel in the upper left corner.
This number is random at the beginnning of the night, and also randomizes every second if he is completely invisible.

His visibility value is 255 when completely invisible, and 0 means he is fully visible and can kill you.
It subtracts (AI / 5) + 1 from the value every frame if your cursor overlaps him.
It will add 1 to the visibility value every frame if you are not overlapping him, for a max of 255.

While Nightmarionne cannot gain visibilty while in the cameras, he won't start fading if your cursor is still on him through the monitor.
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Nightmare BB:
His chance to stand up is determined by Random(1 - 40) < AI once the camera is flipped up.
Flipping the camera again while he is standing will kill you, along with shining him if he is sitting.

Do note that while you can use the flashlight in the cameras, you can still die to Nightmare BB if the cameras scroll to the right.
This is because the flashlight hitbox is always set to follow the game window, including when the cameras move the window left and right.
Contrarily, being inside Vent/Duct system will always be safe, since it doesn't scroll, and forces your view to the very lefthand side.
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OMC:
If his minigame is not currently playing, and he is not locking your monitor, every 5 seconds, it tries for Random(0-29) < AI
The time you have to play the minigame is 250 - (AI * 5) in frames
He locks the monitor for 300 + (AI * 10) frames.
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Ballora:
Every 14 seconds, Ballora will come from either hall, determined by Random(0-39) < AI
Her music increases/decreases by 1 volume per frame, depending if she's advancing or retreating.
You have 170 frames to react (2.83s) until Ballora jumpscares you.
The lights start to flicker after 100 frames into her attack.
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Funtime Foxy:
His Showtime hours will be randomized from 1-3AM at the beginning of the night.
After successfully stopping Showtime, it will be delayed to 1-3 hours later.
You heard that right; his AI doesn't change the Showtime hours. He is purely an on/off toggle.
He can be cam-stalled if you are selected on cam 6 with the camera down, but you will die upon bringing the camera back up if Showtime was missed.
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Trash Gang:
Mr. Can-Do appearing on the cameras is decided by Random(29 - AI ) when the cameras are down.
If that value matches a camera number, that's the camera he appears on.

No. 1 Crate appearing is decided by Random(30 - AI ) when the camera is flipped up.
No. 1 Crate will whisper something when she first appears, and then every 7 seconds.
When the Crate has spawned, it has a 50% chance to jumpscare every 3 seconds.
The trash jumpscare will be visible for 50 frames, with its animation having a chance to change every second.
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Helpy:
Spawn chance is Random(1- 40) < AI when the camera is flipped up.
If he occupies the office for longer than 500 - (AI * 5) in frames, he jumpscares.
Despite what his description implies, his airhorn only irritates Music Man.
Can no longer be clicked after a powerout.
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Happy Frog:
Every second, her chance to move is Random(0 - 29) < AI
She is fooled 100% of the time by the audio lure.
She can't be pushed back by the heater.
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Mr. Hippo:
Every 0.95 seconds, his chance to move is Random(0 - 29) < AI
He is fooled 100% of the time by the audio lure.
If the heater is on, every 100 milliseconds, he has a 1/50 chance to get pushed back.
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Pigpatch:
Every 0.90 seconds, his chance to move is Random(0 - 29) < AI
He is fooled 100% of the time by the audio lure.
If the heater is on, every 100 milliseconds, he has a 1/50 chance to get pushed back.
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Nedd Bear:
Every 0.85 seconds, his chance to move is Random(0 - 29) < AI
He is fooled 50% of the time by the audio lure.
If the heater is on, he has a 1/50 chance every frame to get pushed back.
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Orville:
Every 0.80 seconds, his chance to move is Random(0 - 29) < AI
He is fooled 10% of the time by the audio lure.
If the heater is on, he has a 1/50 chance every frame to get pushed back.
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Extra Duct Information:
If any of the duct characters are sitting at the closed duct for a total of 30 seconds, they have a 1/3 chance to return to the middle section of the ducts.
If they are sitting at the open duct, they will not move from it unless they get repelled by the heater or you close that duct.
If they are at an open duct, and the cams are up, they have a 50% chance to jumpscare you every cumulative half second.
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Rockstar Freddy:
Every 30 seconds, Random(0 - 29) < AI is ran to decide if he wants coins.
Once the monitor is up thereafter, he activates.
When the heater has been ran for over 50 frames, every second it has a 50% chance to satisfy Rockstar Freddy.

He will say to deposit coins 5 times every 3 seconds, then 3 more times impatiently, then simply says "please deposit" three times before having enough.
Rockstar Freddy's voice glitching has a 1/3 chance to happen every 250 milliseconds, with him spazzing being a 2/3 chance while the heater is on.
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his name james
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Rockstar Bonnie:
Every 13 seconds, if the camera is up, his spawn chance is Random(0 - 29) < AI
The guitar can appear in one of four places: the right hallway, the left hallway, Funtime Cove, and Toy Freddy's room
After Rockstar Bonnie has moped in the office for 900 frames (15s), the lights start to go out. Reaching 1000 frames (16.67s) grants a guitar through your heart.
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Rockstar Chica:
Every 10 cumulative seconds of the camera not being up, and if she is not in either hall, it does a spawn check of Random(0 - 29) < AI
It's 50/50 which side she'll pick, and having the wet floor sign on the side she decides will immediately despawn her.
After she occupies either hall for over 900 frames (15s), it checks to see if the camera is up, that side's door is not closed, and if you are not viewing that hall's camera.
If not, you're fresh meat.
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Rockstar Foxy:
Every minute, the parrot appearing is determined by Random(0 - 39) > AI + 10
Rockstar Foxy's helpfulness is decided by Random(1 - 62) + (AI * 2)
If that number is 1-60, he'll help you. If that number is over 60, he kills you.
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Music Man:
If the noise meter is at 2 bars, it will add 1 + (AI / 5) to his irritation every 20 milliseconds.
If the noise meter is at 3 bars or greater, it will add 1 + (AI / 5) to his irritation every frame.
1 bar of noise will subtract 1 from his irratation every frame.
No noise will subtract 5 from his irritation every frame.
Helpy's airhorn will add 2500 to his irritation.

If his irritation is >5000 and <6500, he crashes his cymbals every 3 seconds.
>6500 and <8000, he crashes his cymbals every 2 seconds.
>8000, he crashes every second.
>=10000, he kills you if Helpy isn't in your face.
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El Chip:
Every 10 seconds, if the night length is less than 4 minutes 20 seconds, and Phone Guy isn't talking, his chance to appear is Random(0-29) < AI
The ad has three different images it can display, all having an equal chance of displaying.
The ad will disappear after 300 frames (5s) if you don't close it.
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Funtime Chica:
Every 35 seconds, she has a Random(0 - 29) < AI chance to appear.
Her distortion effect will last for 200-499 frames (if visual effects are on)
The only other thing you need to know is that she was made useless with the visual effects option.
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Scrap Baby:
Every 5 seconds, if the camera is up, she has a Random(0 - 29) < AI chance to appear.
After this, the camera needs to be up a seperate time, following the same formula, for her to look up at you.
Not shocking her when returning to cams will have her kill you if Random(0 - 99) < AI is satisfied (runs every frame)
Pressing the shock button will take 1% from your power meter.
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Afton:
Every 29 seconds, he has a 1/4 chance to show up.
Your reaction time is 130 - (AI * 3) in frames.
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his name james
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Lefty:
If there's greater than 1 bar of noise, it will add however much noise to Lefty's irritation every frame if Random(0-99) < AI.
If the building is warmer than 80 degrees, it will add 1 to Lefty's irritation every frame if Random(0-99) < AI.
If the building is warmer than 100 degrees, it will add an additional 1 to Lefty's irritation every frame if Random(0-99) < AI.

Having the global music box on will prevent Lefty from getting any more irritated, and will decrease his irritation by 1 per frame.

Lefty's stages progress by increments of 300.
1800 or more means he'll kill you at every 1 second interval with the camera up, if you are not selected on cam 3.