What NaviCust part would you like to create?
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HeatShadow
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PostPosted: Sat Feb 25, 2006 7:17 pm    Post subject: Reply with quote

Hm, Midnight's comparison to CCGs has given me an idea:

Gambler
Color: White
Size: [][][][]

Effect: Adds the "Gamble" option to your Custom screen. Gamble is similar to SearchSoul's Shuffle; select it, and the chips in your Custom screen are placed back in the folder and replaced with new ones. The catch? There are two possible results from using Gamble, each with a 50% chance. Either you'll end up with a full Custom screen, or you'll end up with only 1 chip on the screen.

I got the idea from the Gambler card from the Pokemon TCG. Gambler is one of my favorite cards, where you shuffle your hand back into your deck and flip a coin. Heads, and you get to draw a large new hand. Tails, and you only get one card. Not only can it be used to get more cards, but you can also use it to refill your deck if both player's decks are running low. Which leads into the next NC Part...

Time's Up!
Color: Yellow
Size:
[]
[][]
[][]

Effect: VS Battle only. If a player runs out of chips, that player loses the match. If both players run out of chips at the same time, the one with more HP remaining wins.

Oh, and that gives me another idea, this one from the GBA Kingdom Hearts:

Reload
Color:
Size:
[][][][][]
[]
[]
[]

Effect: Incompatible with Time's Up! If the game detects both present in either or both player's NaviCustomizers', the VS Battle cannot take place. Also incompatible with Gambler, as they both occupy the same space on the Custom screen. If both are present, neither will be in effect.

Adds the Reload option to the Custom screen. Use it, and the player must go a turn without battlechips. However, all used battlechips will be restored, similar to the FolderBack chip in BN3. Each time Reload is used, the player must go more turns without battlechips, with a limit of 3 turns.

Effective for long, drawn-out battles, but time-consuming otherwise.
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NotJim
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PostPosted: Sat Feb 25, 2006 7:56 pm    Post subject: Reply with quote

1. Gamble's... how to say this, retarded. Sorry. >_> I don't think it'd be quite popular. :/
2. I... don't know what to think of that. I don't think it'll have much use, as people tend to have one or two chips remaining at the very minimum, before the battle ends normally.
3. Reload looks quite interesting - make more defensive folders more viable, perhaps?
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HeatShadow
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PostPosted: Sat Feb 25, 2006 8:06 pm    Post subject: Reply with quote

NotJim wrote:
1. Gamble's... how to say this, retarded. Sorry. >_> I don't think it'd be quite popular. :/
2. I... don't know what to think of that. I don't think it'll have much use, as people tend to have one or two chips remaining at the very minimum, before the battle ends normally.
3. Reload looks quite interesting - make more defensive folders more viable, perhaps?


I don't make NC parts that'll be popular, just ones that are creative and different. Laughing So if you don't like Gambler, well, you have a right to your opinion. But I like it, and it doesn't look like it's imbalanced, so I don't think I'll be changing it.

As for Time's Up, it's based off the rule most TCGs have that a player loses when their deck runs out. It's a rule that's rarely used, but it's still important. I think Time's Up would serve the same purpose. Plus, it'd make people think more about the attacks they use. Someone who wildly throws chips at his opponent would more often then not end up defeating themselves, eh?
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NotJim
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PostPosted: Sat Feb 25, 2006 9:11 pm    Post subject: Reply with quote

Well, that isn't the case in EXE, although it most certainly is in many CCGs. In one of my super-speedy EXE4 folders, I absolutely RIP through my folder at 5-10 chips per turn, and I NEVER run out of chips - usually have about 2 chips remaining AT MOST. Razz
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Nenji
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PostPosted: Sat Feb 25, 2006 9:18 pm    Post subject: Reply with quote

Oh and how exactly do you manage to use 10 in a turn NJ? Last I checked the maximum chips you could use was 5. Exe 4-6 also don't have the "Add" function of 2 and 3, so you certainly can't throw them out that way.
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NotJim
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PostPosted: Sat Feb 25, 2006 9:25 pm    Post subject: Reply with quote

Sorry. >_> Was meant to say that I had 10 in the custom window at one time, due to NumberSoul. Still, it used up the equilavent of less than one chip a second, due to Quick Gauge, Full Custom, and Junk Soul. <3
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Midnight
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PostPosted: Mon Feb 27, 2006 1:17 pm    Post subject: Reply with quote

Re: HeatShadow's Reload program:

That is quite an intriguing program that you have created there. I suppose a new version of the FolderBack concept was in order, since the original proved to be far too powerful for its position. I don't see anyone using this option more than perhaps once in combat, seeing as how there is a strict 15-turn limit to all battles, and it's not like a player depletes his folder in six or seven turns. At most, this can be used...perhaps twice, and that's already three turns wasted out of fifteen.

I like the concept, it's just that the drawback seems a little off to me. However, it's probably the best given the alternatives; paying life is not so viable, as it is easily restored; paying chips is ridiculous, since this immediately gives a player a positive return on his or her investment...and so forth.

The only idea that I have right now is based on the MtG spell Final Fortune, for which this part is named for. The text of the spell is as follows:

Final Fortune RR
Sorcery
Take an additional turn after this one. At the end of that turn, you lose the game.

And the part for EXE:
Final Fortune
Color: Red
Type: Part
Shape:
_ []
[][][]
_ []

Note: Excuse the underscores--they're there as place holders.

Effect: For the first five [still debating over the number that should go here] turns of a combat, this part does nothing. Afterwards, there will appear a button in the 9th and 10th slots that say: Final Fortune. This forces the game into sudden death--this will be the final turn that will be played.

The player who plays Final Fortune has one final chance to play--he will draw and select chips as usual. The player playing this ability is released from all choosing restrictions--he may select any number of chips for use (up to five) this turn, regardless of the traditional rules of "Either names must match or codes must match."

If he succeeds in deleting his opponent before the Custom Gauge fills, he is declared the winner. If the Gauge fills and the opponent stands, opponent wins, no matter how much damage was dealt.

The idea behind this is for one final assault--it's all or nothing.
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NotJim
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PostPosted: Mon Feb 27, 2006 8:37 pm    Post subject: Reply with quote

That may certainly prove to be a strong program... it would certainly be a boost to extremely aggressive/combo folders that are out there, particularly in EXE3 and 6.
However... One gripe with the Navi Cust part is that it can only be activated on the final two turns of the game. Most battles, especially with aggro folders that it seems to be designed for, finish LONG before then. =/ How about removing that limit and only having it apply for the turns after the 3rd one?
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Midnight
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PostPosted: Tue Feb 28, 2006 1:45 am    Post subject: Reply with quote

I never said that it was restricted to JUST the final two turns...I knew that I needed to place a restriction on when to play it (because having it go off on the first turn is rather ridiculous--there is a large angle for abuse there), and that's the last part of the program I have yet to iron out.
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NotJim
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PostPosted: Tue Feb 28, 2006 5:05 pm    Post subject: Reply with quote

Oh, sorry, didn't read it properly the first time there. >_o What happens, though if you have, say, Junk, Colonel or Search Soul, or [spoil:15ccf8d3d2]DustCross[/spoil:15ccf8d3d2] and the like?
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Midnight
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PostPosted: Wed Mar 01, 2006 2:33 am    Post subject: Reply with quote

Hmm.

I suppose if any of them appeared, that would make this program piece null and void for the duration of the soul. The same would probably be true if [spoil:1888c6999e]SearchShuffle[/spoil:1888c6999e] was installed. The aforementioned program would be prevalent, and their "9 and 10th spot functions" would be there instead of my proposed function.
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PostPosted: Wed Mar 01, 2006 3:34 am    Post subject: Reply with quote

Actually, it would depend which one is nearest to the right of the Navi Customizer, if I'm not wrong. I recall the Kawarimi Magic program overriding Hub Batch precisely because of this factor... [spoil:e5085f5204]SearchShuffle[/spoil:e5085f5204] won't be a worry. ^_^
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King Reaper
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PostPosted: Sun Mar 05, 2006 1:20 pm    Post subject: Reply with quote

Warpack:
Takes up entire navicust
Attack+10
Speed+5
Charge+5
giga+1
mega+1
Mb+10
It can be compressed:
[ ][ ][ ][ ][ ]
[ ][ ][ ][ ][ ]
[ ][ ][ ][ ][ ]
[ ][ ][ ][ ][ ]
[ ][ ][ ][ ][c]
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NotJim
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PostPosted: Sun Mar 05, 2006 9:38 pm    Post subject: Reply with quote

King Reaper wrote:
Warpack:
Takes up entire navicust
Attack+10
Speed+5
Charge+5
giga+1
mega+1
Mb+10
It can be compressed:
[ ][ ][ ][ ][ ]
[ ][ ][ ][ ][ ]
[ ][ ][ ][ ][ ]
[ ][ ][ ][ ][ ]
[ ][ ][ ][ ][c]


That's not that great. Maxing up your buster without leaving up any room for Custom+s won't get you far against a superior player. Having extra MB and Gigas doesn't help either. How about a Custom effect added to it?
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YamiKusanagi
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PostPosted: Mon Mar 06, 2006 8:09 am    Post subject: Reply with quote

I've always been a sword user when I started playing EXE. So, I've coughed up an idea that'll enhance the needs of a sword user. subjected to edits.

Swordmaster

Type: Ability
Color: Red

[ ][ ][ ][ ][c]
[ ]
[ ][ ][ ][ ][c]

C: compressed blocks

Buster becomes a Sword. Damage is calculated by 10 x attack level. Causes Flinching
Charged attack becomes a Wide Sword. Damage is calculated by 50+(20xattack level). Causes Flinching
Sword chips recieve +70 attack bonus, and removes the flinching effect.
Charged Sword Chips varies based on the chip.
Sword,LongSword,LongBlade: Homes in on the enemy and attacks.
WideSword,WideBlade: Unleashes a Sonic Boom.
(Neo)Variable Sword: (I haven't came up with a special effect with this one.)
Engetsu Kunai: Teleports two squares ahead and attacks. Bleeding effect is doubled.
Flame/Aqua/Elec/Bamboo Swords: Unleashes a Sonic boom.


Mashing the Buster button will execute the "Million Stabs". Damage is calculated by 2.5 x attack level. Can hit up to 20 times. The last hit's damage is calcuated by 10 x attack level and pushes the enemy to the back row and also causes flinching.


If the NCP breaks a rule, you do not recieve any of the bonuses, and your buster has a 1/3 chance of clogging. (subjected to change.)


This could be considered...broken...so I'm probably gonna be making changes. Some advice would be helpful. Thanks in advance.
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Shakai
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PostPosted: Mon Mar 06, 2006 12:50 pm    Post subject: Reply with quote

NCP:
SamuraiSword:
Type: Ability
Color: Red

Description: Charged Shot becomes the Samurai Sword Chip and will execute 50+10x(attack).

Block:
[..][..][..]
iiiiii[,,][..]
iiiiiiiiiiii[..]
,, is taken away when this block is compressed.
(i is just a spacer)
In battle:
[..][..][1][..][..][..]
[..][R][2][1][..][..]
[..][..][1][..][..][..]
R=Rockman
1=Hit once
2=Hit twice

Glitch: Charge shot becomes a sword chip that only hits once for 50 damage, damage that you take as well, regardless of any Power up NCPs.


NCP:
Shadow Dash/Phase Dash
Type: Movement Ability
Color: Red

Description: Rockman can dash forward, in invis mode depending on the amount of times Dpad control is pressed. L is disabled for opening the custom window, and is used to activate the dash.

Block:
[..][..][..][..]
iiiiii[..][,,]
iiiiii[..][..]

,, is taken away when this block is compressed.
(i is just a spacer)
In Battle: When L+ -> occurs.
[..][..][..][..][..][..]
[..][R][D][E][..][..]
[..][..][..][..][..][..]

R=Rockman
D=Dash path
E=End point

If Rockman Shadow Dashes into enemy territory he is given one shot with a chip or buster attack. After that he is pulled back to his original position. However if he Shadow Dashes in his OWN area then he will stay in the ending position.

When L+ ->+^ occurs.
[..][..][E][..][..][..]
[..][R][D][..][..][..]
[..][..][..][..][..][..]

When L+ <- occurs.
[..][..][..][..][..][..]
[E][D][R][..][..][..]
[..][..][..][..][..][..]

If Rockman Shadow Dashes backwards while on the middle panel, he will only dash one panel backwards. (assuming area steals have not occured, that is where the middle will be) Example:
[..][..][..][..][..][..]
[E][R][..][..][..][..]
[..][..][..][..][..][..]

It makes the shadow dash kind of pointless to do that, only for the invis ability, they can still dash back one and then dash down or up.

If the correct timing is used, Rockman can also shadow dash up or down.

If L+^ occurs.
[..][E][..][..][..][..]
[..][D][..][..][..][..]
[..][R][..][..][..][..]

Similarly, the Shadow dash can also be used to do the same thing as earlier pointed out in this manner.

If L+ ^ + -> occurs:
[..][D][E][..][..][..]
[..][R][..][..][..][..]
[..][..][..][..][..][..]

One of the advantages to the Shadow Dash is it can be used to move THROUGH objects such as RockCubes, Boybombs, Guardians, etc. As well as navis/viruses.

If you REALLY need a diagram for that =.=
[..][..][..][..][..][..]
[..][..][R][O][E][V]
[..][..][..][..][V][..]

V=Virus
O=Object

If used in conjunction with the Samurai Sword NCP, Rockman can dash through the object (let's say it's a rock cube), then slash the virus up. He then returns to his original spot. Kinda like a fumikomizan.

Except the Fumikomizan can't do this:

[..][..][..][..][..][..]
[..][D][R][O][..][v]
[..][E][..][..][V][..]

v=Dead virus from last diagram.

Or this:

[..][..][..][..][..][..]
[..][..][R][O][..][v]
[..][..][D][E][V][..]

(And then Slash!)

So that Rockman can use this as a strategy to take out the second virus.

Wow, it took a lot out of me to explain all that.
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Last edited by Shakai on Wed Mar 08, 2006 8:09 am; edited 1 time in total
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Midnight
This is a Hilbert Space


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PostPosted: Mon Mar 06, 2006 1:11 pm    Post subject: Reply with quote

The first program looks to be quite intriguing, since it basically allows for great power in a buster while sacrificing long-range abilities. Seems solid enough on its own.

Your second program REALLY piques my interests. This is certainly an interesting program. Allowing a user to phase through objects and presumably over broken or missing panels seems to have a lot of utility in the current environment.

I just have a question about its usage (okay, maybe two):
1. Say a user executes the dash, and his stopping point happens to have an obstacle or other object sitting on it. The same is true for missing or cracked out panels. Assuming in the latter case that the user does not have FloatShoes, what happens? Obviously, these break rules, since no two entities can occupy the same panel at the same time, and the other is obvious.

2. Is there a possibility for abuse by an experienced player? I could possibly see that one could just hold L and execute a chain of four, five, six, or more moves, all while invisible and the opponent can do nothing to stop it, even when crossing the border to opposing territory. Is this a fair extrapolation of this? Or am I just reading too deeply? Confused
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Midnight
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PostPosted: Mon Mar 06, 2006 1:12 pm    Post subject: Reply with quote

Edit: Double post. Apologies. Please dispose of this.
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Shakai
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PostPosted: Mon Mar 06, 2006 1:32 pm    Post subject: Reply with quote

Midnight wrote:
The first program looks to be quite intriguing, since it basically allows for great power in a buster while sacrificing long-range abilities. Seems solid enough on its own.

Your second program REALLY piques my interests. This is certainly an interesting program. Allowing a user to phase through objects and presumably over broken or missing panels seems to have a lot of utility in the current environment.

I just have a question about its usage (okay, maybe two):
1. Say a user executes the dash, and his stopping point happens to have an obstacle or other object sitting on it. The same is true for missing or cracked out panels. Assuming in the latter case that the user does not have FloatShoes, what happens? Obviously, these break rules, since no two entities can occupy the same panel at the same time, and the other is obvious.

2. Is there a possibility for abuse by an experienced player? I could possibly see that one could just hold L and execute a chain of four, five, six, or more moves, all while invisible and the opponent can do nothing to stop it, even when crossing the border to opposing territory. Is this a fair extrapolation of this? Or am I just reading too deeply? Confused


Okay, for the first question, if you stop on an obstacle such as rock cube, you get sent back to the panel you started on and lose five, maybe ten HP? Whatever the touch damage is for when you touch a navi (like when Blues comes by and swings his sword, but you walk right into him.) If it's an obstacle like guardian, you'll end up setting it off because of the touch damage that would come from you, causing you to take damage and be sent back to your starting panel.

For the second question, you can only dash two spaces. And you must wait a second or two before executing the shadow dash again. I'm thinking there should be some sort of limit to shadow dashes for the amount of regular steps you take. (say, one shadow dash for every one or two steps...)

:X I forgot to put a glitch for the Shadow Dash!

Shadow Dash Glitch: Your movement is slowed and you take severe damage when running into a navi or virus (touch damage is doubled)
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HeatShadow
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PostPosted: Mon Mar 06, 2006 3:27 pm    Post subject: Reply with quote

Midnight wrote:
I just have a question about its usage (okay, maybe two):
1. Say a user executes the dash, and his stopping point happens to have an obstacle or other object sitting on it. The same is true for missing or cracked out panels. Assuming in the latter case that the user does not have FloatShoes, what happens? Obviously, these break rules, since no two entities can occupy the same panel at the same time, and the other is obvious.


Actually, the game already handles that problem, since the same situation shows up when you use Stepswords; I know, because I'm a big Step user, and I've run into the situation many times. If your destination spot was a broken panel or obstacle, like Stonecube or Guardian, nothing happens. The action is cancelled and you don't go anywhere. If your destination spot is a virus, you get sent back to the space you started in and take 10 damage. Nothing happens to the virus.
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