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Code Break: Difference between revisions

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===AUTO DESTRUCT===
===AUTO DESTRUCT===
<!--GIF OF 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?-->
{{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=<!--#???-->}}
;Code
DISC_JAMMER
:<code>DISC_JAMMER
{
:{
BOSS = GET_BOSS()
:&nbsp;BOSS = GET_BOSS()
CTRL=BOSS.GET_CTRL()
:&nbsp;CTRL=BOSS.GET_CTRL()
CTRL.HACKING
:&nbsp;CTRL.HACKING
CTRL.STOP_DISC
:&nbsp;CTRL.STOP_DISC
}
:}</code>
{{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, pixilated aura.
'''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.{{fact}}
{{CodeBreak|col=<!--#???-->}}
;Code
ENERGY_JAMMER
:<code>ENERGY_JAMMER
{
:{
BOSS = GET_BOSS()
:&nbsp;BOSS = GET_BOSS()
CTRL=BOSS.GET_CTRL()
:&nbsp;CTRL=BOSS.GET_CTRL()
CTRL.HACKING
:&nbsp;CTRL.HACKING
CTRL.STOP_ENERGY
:&nbsp;CTRL.STOP_ENERGY
}
:}</code>
{{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-->
'''MOVING SPARK''' is composed of the fragments "MOVING" and "SPARK". It can be used on Nightmares and Guards.
{{CodeBreak|col=#F00}}
;Code
MOVING_SPARK  
:<code>MOVING_SPARK
{  
:{
DE = GET_NIGHTMARE()  
:&nbsp;DE = GET_NIGHTMARE()
CTRL = DE.GET_CTRL()  
:&nbsp;CTRL = DE.GET_CTRL()
CTRL.INSERT(SPARK)  
:&nbsp;CTRL.INSERT(SPARK)
CTRL.MOVING()  
:&nbsp;CTRL.MOVING()
}
:}</code>
{{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.
{{-}}
{{-}}


Line 66: Line 66:
<!--*'''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-->
'''SWITCH TARGET''' is composed of the fragments "SWITCH" and "TARGET". It can be used on Nightmares, Guards, and turrets.<!--Recognizers?-->
{{CodeBreak|col=#F0F}}<!--on Nightmares and Guards-->
;Code (against enemies)
SWITCH_TARGET  
:<code>SWITCH_TARGET
{  
:{
DE = GET_NIGHTMARE()  
:&nbsp;DE = GET_NIGHTMARE()
TAR = DE.TARGET()  
:&nbsp;TAR = DE.TARGET()
IF TAR != ENEMY THEN  
:&nbsp;IF TAR != ENEMY THEN
  TAR.SWITCH(ENEMY)  
:&nbsp;&nbsp;&nbsp;&nbsp;TAR.SWITCH(ENEMY)
}
:}</code>
{{CodeBreak|p}}<!--on turrets-->
 
SWITCH_TARGET  
;Code (against turrets)
{  
:<code>SWITCH_TARGET
GM = GET_GIMMICK()  
:{
TAR = GM.TARGET()  
:&nbsp;GM = GET_GIMMICK()
IF TAR != ENEMY THEN  
:&nbsp;TAR = GM.TARGET()
  TAR.SWITCH(ENEMY)  
:&nbsp;IF TAR != ENEMY THEN
}  
:&nbsp;&nbsp;&nbsp;&nbsp;TAR.SWITCH(ENEMY)
{{CodeBreak|end}}
:}</code>
'''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}}
;Code
TRANSPORT
:<code>TRANSPORT
{
:{
WHILE ADR < 100
:&nbsp;WHILE ADR < 100
  ADR += NEXT_POINT()
:&nbsp;&nbsp;ADR += NEXT_POINT()
WEND
:&nbsp;WEND<!--check against english, just in case-->
WARP( ADR )
:&nbsp;WARP( ADR )
}
:}</code>
{{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.
{{-}}
{{-}}



Revision as of 02:10, 4 September 2012

Gawrsh, aren't we here because of the picture?
Goofy B 6★ KHUX.png
This article needs some images!

Please upload a picture of gif displaying Code Break; gif displaying each suboroutine.

Yes, the untapped power that lies within you. Now, child, it's time you awakened that power and realized your full potential.
Prime - Maleficent 6★ Medal
This article needs more information!

Improve it by adding what you know about the following issues.

RS Sprite Code Break KH3D.png

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.

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.

AUTO DESTRUCT

AUTO_DESTRUCT { IF POWER == 0 THEN POWER=GET_ENERGY() POWER *= 9999; EXPLOSION(POWER) }

AUTO DESTRUCT is composed of the fragments "AUTO" and "DESTRUCT". It can be used on turrets and large turrets.[citation needed] 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 { BOSS = GET_BOSS() CTRL=BOSS.GET_CTRL() CTRL.HACKING CTRL.STOP_DISC }

DISC JAMMER is composed of the fragments "DISC", "JAM", and "MER". It is used against Rinzler.[citation needed] 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 { BOSS = GET_BOSS() CTRL=BOSS.GET_CTRL() CTRL.HACKING CTRL.STOP_ENERGY }

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.

MOVING SPARK

MOVING_SPARK { DE = GET_NIGHTMARE() CTRL = DE.GET_CTRL() CTRL.INSERT(SPARK) CTRL.MOVING() }

MOVING SPARK is composed of the fragments "MOVING" and "SPARK". It can be used on Nightmares and Guards. When activated, MOVING SPARK charges the target with energy and gives the player character 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 SHOT

SWITCH TARGET

SWITCH_TARGET { DE = GET_NIGHTMARE() TAR = DE.TARGET() IF TAR != ENEMY THEN TAR.SWITCH(ENEMY) }

SWITCH_TARGET { GM = GET_GIMMICK() TAR = GM.TARGET() IF TAR != ENEMY THEN TAR.SWITCH(ENEMY) }

SWITCH TARGET is composed of the fragments "SWITCH" and "TARGET". It can be used on Nightmares, Guards, and turrets. When activated, SWITCH TARGET causes the target to attack its allies instead of the player character. Any circuit lines on the target will turn from CLU's orange to Flynn's white.

TRANSPORT

TRANSPORT { WHILE ADR < 100 ADR += NEXT_POINT() WEND WARP( ADR ) }

TRANSPORT is composed of the fragments "TR", "AN", "S", "PO", and "RT". It can be used on CLU's Recognizers. 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 is composed of the fragments "UN", "L", "OC", and "K". It can be used on lock mechanisms at the Dock.

Code
UNLOCK
{
 CIP = GET_CIPHER()
 CIP &= 0X7FFFFFFF
 PAWD = DECIPHER(CIP)
 OPEN_DOOR(PSWD)
}

When activated, UNLOCK unlocks any doors connected to the lock mechanism by circuit lines, which change color from orange to white.