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===AUTO DESTRUCT=== | ===AUTO DESTRUCT=== | ||
<!--GIF OF AUTO DESTRUCT--> | <!--GIF OF AUTO DESTRUCT--> | ||
{{CodeBreak|col=#F00}} | {{CodeBreak|col=#F00}} | ||
AUTO_DESTRUCT | AUTO_DESTRUCT | ||
Line 19: | Line 18: | ||
} | } | ||
{{CodeBreak|end}} | {{CodeBreak|end}} | ||
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. | '''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=== | ===DISC JAMMER=== | ||
<!--GIF OF DISC JAMMER--> | <!--GIF OF DISC JAMMER--> | ||
'''DISC JAMMER''' is composed of the fragments "DISC", "JAM", and "MER". It is used against [[Rinzler]].{{fact}}<!--context?--> | {{CodeBreak|col=<!--#???-->}} | ||
DISC_JAMMER | |||
{ | |||
BOSS = GET_BOSS() | |||
CTRL=BOSS.GET_CTRL() | |||
CTRL.HACKING | |||
CTRL.STOP_DISC | |||
} | |||
{{CodeBreak|end}} | |||
When activated, DISC JAMMER prevents Rinzler from attacking with his discs for a short time. During this time, Rinzler is surrounded by a red, | '''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=== | ===ENERGY JAMMER=== | ||
<!--GIF OF ENERGY JAMMER--> | <!--GIF OF ENERGY JAMMER--> | ||
'''ENERGY JAMMER''' is composed of the fragments "EN", "ERGY", "JAM", and "MER". It is used against the [[Commantis]] while it recharges its health. | {{CodeBreak|col=<!--#???-->}} | ||
ENERGY_JAMMER | |||
{ | |||
BOSS = GET_BOSS() | |||
CTRL=BOSS.GET_CTRL() | |||
CTRL.HACKING | |||
CTRL.STOP_ENERGY | |||
} | |||
{{CodeBreak|end}} | |||
When activated, ENERGY JAMMER stop the Commantis from recharging.<!--necessary to win the battle--> | '''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=== | ===MOVING SPARK=== | ||
<!--GIF OF 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}} | |||
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. | '''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. | ||
{{-}} | {{-}} | ||
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<!--*'''PRIZE BOX''': Causes the enemy or turret to drop an Item or Command.--> | <!--*'''PRIZE BOX''': Causes the enemy or turret to drop an Item or Command.--> | ||
===PRIZE SHOT=== | ===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]].--> | <!--*'''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=== | ===SWITCH TARGET=== | ||
<!--GIF OF 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?--> | |||
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=== | ===TRANSPORT=== | ||
<!--GIF OF 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. | {{CodeBreak|col=#FF0}} | ||
TRANSPORT | |||
{ | |||
WHILE ADR < 100 | |||
ADR += NEXT_POINT() | |||
WEND | |||
WARP( ADR ) | |||
} | |||
{{CodeBreak|end}} | |||
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. | '''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. | ||
{{-}} | {{-}} | ||
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