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Code Break: Difference between revisions

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Revision as of 05:37, 4 September 2012

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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_BOX() { WHILE PRIZE_BOX == 0 PRIZE_BOX=SEARCH() WEND PRIZE_BOX.DROP() }

PRIZE SHOT

PRIZE_SHOT() { FOR I = 1 TO 10 PRIZE = GET_PRIZE() PRIZE.SHOT( RAND ) NEXT }

SWITCH TARGET

Used on enemies

SWITCH_TARGET() { DE = GET_NIGHTMARE() TAR = DE.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.

Used on turrets

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

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. Recognizers will remain commandeered on future visits to The Grid.

UNLOCK

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

UNLOCK is composed of the fragments "UN", "L", "OC", and "K". It can be used on lock mechanisms at the Dock. 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.