local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Characters = ReplicatedStorage:WaitForChild("Characters")
local Freddy = Characters:WaitForChild("Freddy")
local Bonnie = Characters:WaitForChild("Bonnie")
local Chica = Characters:WaitForChild("Chica")
local Foxy = Characters:WaitForChild("Foxy")
local GoldenBear = Characters:WaitForChild("GoldenBear")
local function FreddyAI(AILevel, Locked)
local Settings = require(Freddy:FindFirstChild("Settings"))
Settings.AI.AILevel = AILevel
Settings.AI.Locked = Locked
repeat
task.wait(math.random(Settings.AI.MinMovementTime, Settings.AI.MaxMovementTime)
local MovementOpportunity = math.random(1, Settings.AI.MaxAILevel)
local Success
local NewPos = workspace.CharacterPositions:FindFirstChild("Freddy")["Position" .. Settings.AI.CurrentPosition]
if Settings.AI.AILevel >= MovementOpportunity then
if Settings.AI.Locked then
Success = false
print("Movement was granted but " .. Freddy.Name .. " is currently locked (debug)")
else
Success = true
print("Movement granted")
end
end
if Success then
Settings.AI.CurrentPosition += 1
Freddy:SetPrimaryPartCFrame(NewPos)
end
until Settings.AI.CurrentPosition == Settings.AI.MaxPosition
end
local function BonnieAI(AILevel, Locked)
local Settings = require(Bonnie:FindFirstChild("Settings"))
Settings.AI.AILevel = AILevel
Settings.AI.Locked = Locked
repeat
task.wait(math.random(Settings.AI.MinMovementTime, Settings.AI.MaxMovementTime)
local MovementOpportunity = math.random(1, Settings.AI.MaxAILevel)
local Success
local NewPos = workspace.CharacterPositions:FindFirstChild("Bonnie")["Position" .. Settings.AI.CurrentPosition]
if Settings.AI.AILevel >= MovementOpportunity then
if Settings.AI.Locked then
Success = false
print("Movement was granted but " .. Bonnie.Name .. " is currently locked (debug)")
else
Success = true
print("Movement granted")
end
end
if Success then
Settings.AI.CurrentPosition += 1
Bonnie:SetPrimaryPartCFrame(NewPos)
end
until Settings.AI.CurrentPosition == Settings.AI.MaxPosition
end
local function ChicaAI(AILevel, Locked)
local Settings = require(Chica:FindFirstChild("Settings"))
Settings.AI.AILevel = AILevel
Settings.AI.Locked = Locked
repeat
task.wait(math.random(Settings.AI.MinMovementTime, Settings.AI.MaxMovementTime)
local MovementOpportunity = math.random(1, Settings.AI.MaxAILevel)
local Success
local NewPos = workspace.CharacterPositions:FindFirstChild("Chica")["Position" .. Settings.AI.CurrentPosition]
if Settings.AI.AILevel >= MovementOpportunity then
if Settings.AI.Locked then
Success = false
print("Movement was granted but " .. Chica.Name .. " is currently locked (debug)")
else
Success = true
print("Movement granted")
end
end
if Success then
Settings.AI.CurrentPosition += 1
Chica:SetPrimaryPartCFrame(NewPos)
end
until Settings.AI.CurrentPosition == Settings.AI.MaxPosition
end
local function FoxyAI(AILevel, Locked)
local Settings = require(Foxy:FindFirstChild("Settings"))
Settings.AI.AILevel = AILevel
Settings.AI.Locked = Locked
repeat
task.wait(math.random(Settings.AI.MinMovementTime, Settings.AI.MaxMovementTime)
local MovementOpportunity = math.random(1, Settings.AI.MaxAILevel)
local Success
local NewPos = workspace.CharacterPositions:FindFirstChild("Foxy")["Position" .. Settings.AI.CurrentPosition]
if Settings.AI.AILevel >= MovementOpportunity then
if Settings.AI.Locked then
Success = false
print("Movement was granted but " .. Foxy.Name .. " is currently locked (debug)")
else
Success = true
print("Movement granted")
end
end
if Success then
Settings.AI.CurrentPosition += 1
Foxy:SetPrimaryPartCFrame(NewPos)
end
until Settings.AI.CurrentPosition == Settings.AI.MaxPosition
end
local function GoldenBearAI(AILevel, Locked)
local Settings = require(GoldenBear:WaitForChild("Settings"))
-- this boi is gonna be random, very VERY random :troll:
repeat
local EasterEgg = math.random(1, Settings.AI.AppearanceChance)
if EasterEgg >= Settings.AI.AppearanceChance then
print("IT'S ME")
until
end
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