Editing Code Break
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{{game|DDD | {{game|DDD}} | ||
{{images| | {{images|gif displaying Code Break; gif displaying each suboroutine}} | ||
{{ | {{Expand|create=create upper- and camelcase redirects for each subroutine; color code according to in-game color}} | ||
| | [[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--> | |||
{{CodeBreak|col=#F00}} | |||
AUTO_DESTRUCT | |||
{ | |||
IF POWER == 0 THEN | |||
POWER=GET_ENERGY() | |||
POWER *= 9999; | |||
EXPLOSION(POWER) | |||
} | |||
{{CodeBreak|end}} | |||
'''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?--> 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=== | ||
{| | <!--GIF OF DISC JAMMER--> | ||
{{CodeBreak|col=<!--#???-->}} | |||
DISC_JAMMER | |||
{ | |||
BOSS = GET_BOSS() | |||
CTRL=BOSS.GET_CTRL() | |||
CTRL.HACKING | |||
CTRL.STOP_DISC | |||
} | |||
{{CodeBreak|end}} | |||
'''DISC JAMMER''' is composed of the fragments "DISC", "JAM", and "MER". It is used against [[Rinzler]].{{fact}}<!--context?--> 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. | |||
{{-}} | |||
===ENERGY JAMMER=== | |||
<!--GIF OF ENERGY JAMMER--> | |||
{{CodeBreak|col=<!--#???-->}} | |||
ENERGY_JAMMER | |||
{ | |||
BOSS = GET_BOSS() | |||
CTRL=BOSS.GET_CTRL() | |||
CTRL.HACKING | |||
CTRL.STOP_ENERGY | |||
} | |||
{{CodeBreak|end}} | |||
'''ENERGY JAMMER''' is composed of the fragments "EN", "ERGY", "JAM", and "MER". It is used against the [[Commantis]] while it recharges its health. When activated, ENERGY JAMMER stop the Commantis from recharging.<!--necessary to win the battle--> | |||
{{-}} | |||
== | ===MOVING SPARK=== | ||
==='' | <!--GIF OF MOVING SPARK--> | ||
{{CodeBreak|col=#F00}} | |||
MOVING_SPARK | |||
{ | |||
DE = GET_NIGHTMARE() | |||
CTRL = DE.GET_CTRL() | |||
CTRL.INSERT(SPARK) | |||
CTRL.MOVING() | |||
} | |||
{{CodeBreak|end}} | |||
'''MOVING SPARK''' is composed of the fragments "MOVING" and "SPARK". It can be used on Nightmares and [[Guard]]s. 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]]. | |||
color code: #0F0--> | |||
===SWITCH TARGET=== | |||
<!--GIF OF SWITCH TARGET--> | |||
{{CodeBreak|col=#F0F}}<!--on Nightmares and Guards--> | |||
SWITCH_TARGET | |||
{ | |||
DE = GET_NIGHTMARE() | |||
TAR = DE.TARGET() | |||
IF TAR != ENEMY THEN | |||
TAR.SWITCH(ENEMY) | |||
} | |||
{{CodeBreak|p}}<!--on turrets--> | |||
SWITCH_TARGET | |||
{ | |||
GM = GET_GIMMICK() | |||
TAR = GM.TARGET() | |||
IF TAR != ENEMY THEN | |||
TAR.SWITCH(ENEMY) | |||
} | |||
{{CodeBreak|end}} | |||
'''SWITCH TARGET''' is composed of the fragments "SWITCH" and "TARGET". It can be used on Nightmares, Guards, and turrets.<!--Recognizers?--> 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--> | |||
{{CodeBreak|col=#FF0}} | |||
TRANSPORT | |||
{ | |||
WHILE ADR < 100 | |||
ADR += NEXT_POINT() | |||
WEND | |||
WARP( ADR ) | |||
} | |||
{{CodeBreak|end}} | |||
'''TRANSPORT''' is composed of the fragments "TR", "AN", "S", "PO", and "RT". It can be used on CLU's [[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 Flynn's white. | |||
{{-}} | |||
===UNLOCK=== | |||
<!--GIF OF UNLOCK--> | |||
'''UNLOCK''' is composed of the fragments "UN", "L", "OC", and "K". It can be used on lock mechanisms at the [[Dock]].<!--Recognizers?--> | |||
;Code | |||
:<code>UNLOCK | |||
:{ | |||
: CIP = GET_CIPHER() | |||
: CIP &= 0X7FFFFFFF | |||
: PAWD = DECIPHER(CIP)<!--typo, see if corrected in english release--> | |||
: OPEN_DOOR(PSWD) | |||
:}</code> | |||
When activated, UNLOCK unlocks any doors connected to the lock mechanism by circuit lines, which change color from orange to white.<!--Locks RELOCK EACH DROP; poss. once return to world map--> | |||
{{-}} | |||
{{ability-stub}} | |||
[[Category:Reality Shifts]] | [[Category:Reality Shifts]] |