Editing Code Break

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|Energy Jammer is used against the [[Commantis]] while it recharges its health. When activated, ENERGY JAMMER stop the Commantis from recharging. This Code Break is mandatory in defeating the Commantis.
|Energy Jammer is used against the [[Commantis]] while it recharges its health. When activated, ENERGY JAMMER stop the Commantis from recharging. This Code Break is mandatory in defeating the Commantis.
|EN<br>ERGY<br>JAM<br>MER
|EN<br>ERGY<br>JAM<br>MER
|}
===List of actions===
{|class="wikitable"
!width="200px"|Image
!width="200px"|Name
!width="100px"|Target
!width="500px"|Effect
!width="100px"|Fragments
|-
|[[File:Auto Destruct (Code Break RS) KH3D.png|200px]]
|'''AUTO DESTRUCT'''
|Turrets
|When activated, AUTO DESTRUCT immediately destroys the turret. If the turret is placed on a destructible wall, the explosion will also take out the wall, opening new paths and preventing the turret from ever respawning. Any enemies within a short distance of the turret will take damage.
|AUTO<br>DESTRUCT
|-
|{{CodeBreak|col=#F0F}}
DISC_JAMMER()
{
BOSS = GET_BOSS()
CTRL=BOSS.GET_CTRL()
CTRL.HACKING
CTRL.STOP_DISC
}
{{CodeBreak|end}}
|'''DISC JAMMER'''
|[[Rinzler]]
|When activated, DISC JAMMER prevents Rinzler from attacking with his discs for a short time. During this time, Rinzler is surrounded by a red, pixelated aura.
|DISC<br>JAMMER
|-
|[[File:Energy Jammer (Code Break RS) KH3D.png|200px]]
|'''ENERGY JAMMER'''
|[[Commantis]]
|Energy Jammer is used against the Commantis while it recharges its health. When activated, ENERGY JAMMER stop the Commantis from recharging. This Code Break is mandatory in defeating the Commantis.
|EN<br>ERGY<br>JAM<br>MER
|-
|[[File:Moving Spark (Code Break RS) KH3D.png|200px]]
|'''MOVING SPARK'''
|Nightmares<br>Black Guards
|When activated, MOVING SPARK charges the target with energy and gives the player control over its movement. After a short time, or when pressing {{button|dsa}}/{{button|x}}, the target explodes and damages nearby enemies.
|MOVING<br>SPARK
|-
|{{CodeBreak|col=#0F0}}
PRIZE_BOX()
{
WHILE PRIZE_BOX == 0
  PRIZE_BOX=SEARCH()
WEND
PRIZE_BOX.DROP()
}
{{CodeBreak|end}}
|'''PRIZE BOX'''
|Nightmares
|Causes the enemy to drop an [[Item]] or [[Deck Command (KH3D)|Command]].
|PRIZE<br>BOX
|-
|[[File:Prize Shot (Code Break RS) KH3D.png|200px]]
|'''PRIZE SHOT'''
|Turrets
|Used on turrets and large turrets to make them shoot prizes instead of lasers.
|PRIZE<br>SHOT
|-
|[[File:Switch Target (Enemy) (Code Break RS) KH3D.png|200px]]
[[File:Switch Target (Turret) (Code Break RS) KH3D.png|200px]]
|'''SWITCH TARGET'''
|Nightmares<br>Black Guards<br>Turrets
|When activated, SWITCH TARGET causes the target to attack its allies instead of the player character.<!--is there a better word for "Sora, Riku, and their Spirits"?--> Any circuit lines on the target will turn from CLU's orange to Flynn's white.<!--I think it causes Guards to self-destruct?-->
|SWITCH<br>TARGET
|-
|[[File:Transport (Code Break RS) KH3D.png|200px]]
|'''TRANSPORT'''
|[[Recognizer]]s
|When activated, TRANSPORT causes the target Recognizer to stop firing and become usable for transportation, indicated by its circuit lines changing color from CLU's orange to the white associated with Users. Recognizers will remain commandeered on future visits to the Grid.
|TR<br>AN<br>S<br>PO<br>RT
|-
|[[File:Unlock (Code Break RS) KH3D.png|200px]]
|'''UNLOCK'''
|Lock at the [[Docks]]
|When activated, UNLOCK unlocks any doors connected to the lock mechanism by circuit lines, which change color from orange to white. However, the lock must be unlocked on each visit to The Grid.
|UN<br>L<br>OC<br>K
|}
|}


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