Editing Code Break
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{{game|DDD | {{game|DDD}} | ||
{{images| | {{images|gif displaying Code Break; gif displaying each suboroutine}} | ||
{{ | {{Expand|add mechanics, colored code, code pieces, and redirects (upper and normalcase) for each subroutine}} | ||
| | [[File:RS Sprite Code Break KH3D.png|right]]{{nihongo|'''Code Break'''|コードブレイク|Kōdo Bureiku}} is a technique which appears in ''[[Kingdom Hearts 3D: Dream Drop Distance]]''. It allows the user to manipulate the base code within a digital world for a variety of effects. | ||
| | |||
'''Code Break''' is a technique which appears in ''[[Kingdom Hearts 3D: Dream Drop Distance]]''. It allows the user to manipulate the base code within a digital world for a variety of effects. | |||
==Mechanics== | ==Mechanics== | ||
In ''Kingdom Hearts 3D: Dream Drop Distance'', Code Break is the [[Reality Shift]] for [[The Grid]]. Once the Reality Shift is started, a multitude of constantly-shifting letters will appear on the touch screen, which sometimes resolve into certain word fragments of a specific color. The player must use the stylus to select the word fragments which compose the desired subroutine. Once Code Break is activated, a variety of actions can occur depending on the exact subroutine chosen. | |||
In ''Kingdom Hearts 3D: Dream Drop Distance'', Code Break is the [[Reality Shift]] | |||
===AUTO DESTRUCT=== | |||
<!--GIF OF AUTO DESTRUCT--> | |||
'''AUTO DESTRUCT''' is composed of the fragments "AUTO" and "DESTRUCT". It can be used on turrets and large turrets.{{fact}}<!--can we get names for these? Create articles since they are enemies?--> | |||
;Code | |||
:<code>AUTO_DISTRUCT | |||
:{ | |||
: IF POWER == 0 THEN | |||
: POWER=GET_ENERGY() | |||
: POWER *= 9999;<!--semicolon or colon?--> | |||
: EXPLOSION(POWER) | |||
:}</code> | |||
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. | |||
{{-}} | |||
=== | ===DISC JAMMER=== | ||
<!--*'''DISC JAMMER''': Used against Rinzler.--to do what?-- | |||
--> | |||
! | ===ENERGY JAMMER=== | ||
<!--*'''ENERGY JAMMER''': Used against [[Commantis]] to prevent it from recharging its health.--necessary to win the battle-- | |||
--> | |||
===MOVING SPARK=== | |||
<!--GIF OF MOVING SPARK--> | |||
'''MOVING SPARK''' is composed of the fragments "MOVING" and "SPARK". It can be used on Nightmares and Guards. | |||
;Code | |||
:<code>MOVING_SPARK | |||
:{ | |||
: DE = GET_NIGHTMARE() | |||
: CTRL = DE.GET_CTRL() | |||
: CTRL.INSERT(SPARK) | |||
: CTRL.MOVING() | |||
:}</code> | |||
When activated, MOVING SPARK charges the target with energy and gives the player character<!--is there a better word for "Sora or Riku"?--> control over its movement. After a short time, or when detonated by the player character, the target explodes and damages nearby enemies. | |||
{{-}} | |||
===PRIZE BOX=== | |||
<!--*'''PRIZE BOX''': Causes the enemy or turret to drop an Item or Command.--> | |||
===PRIZE SHOT=== | |||
<!--*'''PRIZE SHOT''': Used on turrets and large turrets to make them shoot prizes, as well as cause enemies to drop [[Item]] or [[Deck Command (KH3D)|Command]].--> | |||
===SWITCH TARGET=== | |||
<!--GIF OF SWITCH TARGET--> | |||
'''SWITCH TARGET''' is composed of the fragments "SWITCH" and "TARGET". It can be used on Nightmares, Guards, and turrets.<!--Recognizers?--> | |||
;Code (against enemies) | |||
:<code>SWITCH_TARGET | |||
:{ | |||
: DE = GET_NIGHTMARE() | |||
: TAR = DE.TARGET() | |||
: IF TAR != ENEMY THEN | |||
: TAR.SWITCH(ENEMY) | |||
:}</code> | |||
! | |||
;Code (against turrets) | |||
= | :<code>SWITCH_TARGET | ||
:{ | |||
: GM = GET_GIMMICK() | |||
: TAR = GM.TARGET() | |||
: IF TAR != ENEMY THEN | |||
: TAR.SWITCH(ENEMY) | |||
:}</code> | |||
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?--> | |||
{{-}} | |||
===TRANSPORT=== | |||
<!--GIF OF TRANSPORT--> | |||
'''TRANSPORT''' is composed of the fragments "TR", "AN", "S", "PO", and "RT". It can be used on CLU's [[Recognizer]]s. | |||
;Code | |||
:<code>TRANSPORT | |||
:{ | |||
: WHILE ADR < 100 | |||
: ADR += NEXT_POINT() | |||
: WEND<!--check against english, just in case--> | |||
: WARP( ADR ) | |||
:}</code> | |||
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 Flynn's white. | |||
{{-}} | |||
===UNLOCK=== | |||
<!-- | |||
*'''UNLOCK''': Used on a lock to open the locked doors at the [[Dock]]. (main door blocks lift to lower floors of Docks; other door blocks door to side-tunnel, allowing Sora/Riku to sidestep all the Nightmares in that tunnel | |||
Locks RELOCK EACH DROP; poss. once return to world map--> | |||
{{ability-stub}} | |||
[[Category:Reality Shifts]] | [[Category:Reality Shifts]] |