Post by Sephiroth on Jul 7, 2006 20:42:59 GMT -4
[General Navi Rules]
- You may only create 1 Navi. You may later create another Navi You may not create another account to make another Navi.- To create your Navi, post a new thread and title it “YourNavi.EXE’s Stats”, changing 'YourNavi.EXE' to the actual name of your navi. Once the Navi is approved, an Official will move the thread to the Navi Vault.
- Once your Navi has been approved, you can not modify anything except the description.
- You start at level 1 and zero EXP, with 500hp, an element, 4 attacks, and 1 guard OR heal.
- Starting elements include normal, fire, aqua, wood, and elec. Other elements Dark, Light, Shadow, etc. can later be earned or PM Sephiroth.
- You CANNOT heal more than your max HP.
Navi Template: V1: copy and paste this.
[Navi Template: V1]
ExampleNavi.EXE
Description: Optional
Operator: anyone
Level: 1
EXP: 0
HP: 500
Elem: Normal
Atk1: 10dmg - unlimited - no effect
[ ] [ ] [ ] - [ ] [ ] [ ]
[ ] [N] [x] - [x] [x] [x]
[ ] [ ] [ ] - [ ] [ ] [ ]
Atk2: 50dmg - 4x - guard pierce
[ ] [ ] [x] - [ ] [ ] [ ]
[ ] [N] [x] - [x] [ ] [ ]
[ ] [ ] [x] - [ ] [ ] [ ]
Atk3: 100dmg - 2x - charge 1 turn - no effect
[ ] [ ] [ ] - [x] [ ] [x]
[ ] [N] [ ] - [ ] [x] [ ]
[ ] [ ] [ ] - [x] [ ] [x]
Atk4: 250dmg - 1x - hp must be at or below 250 to use
[ ] [ ] [ ] - [ ] [x] [ ]
[ ] [N] [ ] - [x] [x] [x]
[ ] [ ] [ ] - [ ] [x] [ ]
Guard: 250dmg - 2x - no effect
OR
Heal: 250rcv - 2x - no effect
[Element Guide]
- The following is a list of available navi elements and their advantages and disadvantages
- Normal - None
- Fire - increase the attack of Fire element chips by 50dmg - receive 2x damage from Aqua element attacks
- Aqua - increase the attack of Aqua element chips by 50dmg - receive 2x damage from Elec element attacks
- Elec - increase the attack of Elec element chips by 50dmg - receive 2x damage from Wood element attacks
- Wood - increase the attack of Wood element chips by 50dmg - receive 2x damage from Fire element attacks
[Normal Attack Guide]
- An attack cannot hit more than once.
- The following is a list of attack power and what is required to use them.
10dmg - unlimited - no effect
20dmg - 10x - no effect
30dmg - 5x - effect
40dmg - 5x - no effect
50dmg - 4x - effect
60dmg - 4x - no effect
70dmg - 3x - charge/rest 1 turn - effect
80dmg - 3x - charge/rest 1 turn - no effect
90dmg - 2x - charge/rest 1 turn - effect
100dmg - 2x - charge/rest 1 turn - no effect
200dmg - 1x - charge/rest 2 turns - effect
250dmg - 1x - charge/rest 2 turns - no effect
[Special Attack Guide]
- The SpAtk can only be used once.
- You may only change the damage and hp you must be at or below to use by 50's. Each time you raise the damage by 50, you lower the hp allowed to use the attack by 50.
- The sum of the damage and the HP requirement must be no more than 500. If you have an effect on the SPAtk, the sum can be no more than 450.
[Attack Effects]
- Guard Pierce - pierce the targeted opponents guard*banned from Atk4*
- Stun/Freeze - paralyze target for one turn (Note: this effect does not build up, I.E. if you use stun on an opponent while he is currently stunned, he will not remain paralyzed for a second turn) - 50% chance of success
- Field Change - panels affected by an attack will change to a field that matches the attack’s element (Note: this does not affect broken panels A.K.A. holes)
- Panel Break - crack the panels affected by the attack
- Poison - the afflicted opponent suffers 20 damage at the beginning of each turn for 5 turns
- Burn - inflicts 10 damage at the beginning of each turn for five turns, the afflicted opponent’s attacks are lowered by 10 points during this period
- Charm - the afflicted opponent has a 50% chance of being unable to attack (Note: this affects all viruses, but opponent Navis must be the opposite gender)
- Confusion - the afflicted opponent has a 50% chance of attacking their self for half the damage of their attack (Note: if the move used is a heal or guard/barrier, the affected opponent suffers 50 damage)
Note on Guard Priece it has been banned from Atk4, and for all other attacks, half the total dmg can not be blocked.
[Attack Elements]
- Attacks may be one of the following elements: Normal, fire, aqua, wood, and elec. Other elements (i.e. Dark, Light, Shadow, ECT.) can later be earned.
- The following is a list of available elements and their effect on attacks
- Normal - None
- Fire - inflict 2x damage on Wood Navis
- Aqua - inflict 2x damage on Fire Navis
- Elec - inflict 2x damage on Aqua Navis
- Wood - inflict 2x damage on Elec Navis
[Attack Range Guide]
- All attacks must have a range. The preferred method of posting your range is in grid format (Example Below).
N - Navi
X - Attack Range
[ ] [ ] [X] - [ ] [ ] [ ]
[ ] [N] [X] - [ ] [ ] [ ]
[ ] [ ] [X] - [ ] [ ] [ ]
[Heal Guide]
- Heal will automatically negate negative status effects when used.
- The following is a list of health recovered, effects, and what is required to use them.
10rcv - 6 - drain HP from all opponents - every other turn
20rcv - 7 - no effect
30rcv - 5x - drain HP from targeted opponent - every other turn
40rcv - 6x - no effect
50rcv - 4x - drain HP from targeted opponent - every other turn
60rcv - 5x - no effect
70rcv - 3x - drain HP from targeted opponent - every other turn
80rcv - 4x - no effect
90rcv - 2x - drain HP from targeted opponent - every other turn
100rcv - 3x - no effect
200rcv - 1x - drain HP from targeted opponent
250rcv - 2x - no effect
[Guard Guide]
- Guards may not include effects such as “unbreakable” or “can not be pierced.”
- Guards that reflect damage only reflect half of what they block.
- Guards do not block effects unless all the damage is blocked.
- The following is a list of damage blocked, effects, and what is required to use guards (not barriers).
10dmg - 6 - reflect half of blocked damage back at all opponents
20dmg - 7 - no effect
30dmg - 5x - reflect half of blocked damage back at the targeting opponent
40dmg - 6x - no effect
50dmg - 4x - reflect half of blocked damage back at the targeting opponent
60dmg - 5x - no effect
70dmg - 3x - reflect half of blocked damage back at the targeting opponent
80dmg - 4x - no effect
90dmg - 2x - reflect half of blocked damage back at the targeting opponent
100dmg - 3x - no effect
200dmg - 1x - reflect half of blocked damage back at the targeting opponent
250dmg - 2x - no effect
- The following is a list of barrier strength, and what is required to use them as guards.
10dmg - 6x - no effect
50dmg - 5x - no effect
100dmg - 4x- no effect
150dmg - 3x- no effect
200dmg - 2x - no effect
300dmg - 1x - no effect
- Barriers negate effects as well as damage.
- Barriers take a turn to use.
- For starting barriers, you get 1 point of barrier for every 2 HP you give up.
[Auras]
-No navi may start with an aura
-Though some people may have effects that give them auras, all auras take one turn to set up, like the barrier
- You may only create 1 Navi. You may later create another Navi You may not create another account to make another Navi.- To create your Navi, post a new thread and title it “YourNavi.EXE’s Stats”, changing 'YourNavi.EXE' to the actual name of your navi. Once the Navi is approved, an Official will move the thread to the Navi Vault.
- Once your Navi has been approved, you can not modify anything except the description.
- You start at level 1 and zero EXP, with 500hp, an element, 4 attacks, and 1 guard OR heal.
- Starting elements include normal, fire, aqua, wood, and elec. Other elements Dark, Light, Shadow, etc. can later be earned or PM Sephiroth.
- You CANNOT heal more than your max HP.
Navi Template: V1: copy and paste this.
[Navi Template: V1]
ExampleNavi.EXE
Description: Optional
Operator: anyone
Level: 1
EXP: 0
HP: 500
Elem: Normal
Atk1: 10dmg - unlimited - no effect
[ ] [ ] [ ] - [ ] [ ] [ ]
[ ] [N] [x] - [x] [x] [x]
[ ] [ ] [ ] - [ ] [ ] [ ]
Atk2: 50dmg - 4x - guard pierce
[ ] [ ] [x] - [ ] [ ] [ ]
[ ] [N] [x] - [x] [ ] [ ]
[ ] [ ] [x] - [ ] [ ] [ ]
Atk3: 100dmg - 2x - charge 1 turn - no effect
[ ] [ ] [ ] - [x] [ ] [x]
[ ] [N] [ ] - [ ] [x] [ ]
[ ] [ ] [ ] - [x] [ ] [x]
Atk4: 250dmg - 1x - hp must be at or below 250 to use
[ ] [ ] [ ] - [ ] [x] [ ]
[ ] [N] [ ] - [x] [x] [x]
[ ] [ ] [ ] - [ ] [x] [ ]
Guard: 250dmg - 2x - no effect
OR
Heal: 250rcv - 2x - no effect
[Element Guide]
- The following is a list of available navi elements and their advantages and disadvantages
- Normal - None
- Fire - increase the attack of Fire element chips by 50dmg - receive 2x damage from Aqua element attacks
- Aqua - increase the attack of Aqua element chips by 50dmg - receive 2x damage from Elec element attacks
- Elec - increase the attack of Elec element chips by 50dmg - receive 2x damage from Wood element attacks
- Wood - increase the attack of Wood element chips by 50dmg - receive 2x damage from Fire element attacks
[Normal Attack Guide]
- An attack cannot hit more than once.
- The following is a list of attack power and what is required to use them.
10dmg - unlimited - no effect
20dmg - 10x - no effect
30dmg - 5x - effect
40dmg - 5x - no effect
50dmg - 4x - effect
60dmg - 4x - no effect
70dmg - 3x - charge/rest 1 turn - effect
80dmg - 3x - charge/rest 1 turn - no effect
90dmg - 2x - charge/rest 1 turn - effect
100dmg - 2x - charge/rest 1 turn - no effect
200dmg - 1x - charge/rest 2 turns - effect
250dmg - 1x - charge/rest 2 turns - no effect
[Special Attack Guide]
- The SpAtk can only be used once.
- You may only change the damage and hp you must be at or below to use by 50's. Each time you raise the damage by 50, you lower the hp allowed to use the attack by 50.
- The sum of the damage and the HP requirement must be no more than 500. If you have an effect on the SPAtk, the sum can be no more than 450.
[Attack Effects]
- Guard Pierce - pierce the targeted opponents guard*banned from Atk4*
- Stun/Freeze - paralyze target for one turn (Note: this effect does not build up, I.E. if you use stun on an opponent while he is currently stunned, he will not remain paralyzed for a second turn) - 50% chance of success
- Field Change - panels affected by an attack will change to a field that matches the attack’s element (Note: this does not affect broken panels A.K.A. holes)
- Panel Break - crack the panels affected by the attack
- Poison - the afflicted opponent suffers 20 damage at the beginning of each turn for 5 turns
- Burn - inflicts 10 damage at the beginning of each turn for five turns, the afflicted opponent’s attacks are lowered by 10 points during this period
- Charm - the afflicted opponent has a 50% chance of being unable to attack (Note: this affects all viruses, but opponent Navis must be the opposite gender)
- Confusion - the afflicted opponent has a 50% chance of attacking their self for half the damage of their attack (Note: if the move used is a heal or guard/barrier, the affected opponent suffers 50 damage)
Note on Guard Priece it has been banned from Atk4, and for all other attacks, half the total dmg can not be blocked.
[Attack Elements]
- Attacks may be one of the following elements: Normal, fire, aqua, wood, and elec. Other elements (i.e. Dark, Light, Shadow, ECT.) can later be earned.
- The following is a list of available elements and their effect on attacks
- Normal - None
- Fire - inflict 2x damage on Wood Navis
- Aqua - inflict 2x damage on Fire Navis
- Elec - inflict 2x damage on Aqua Navis
- Wood - inflict 2x damage on Elec Navis
[Attack Range Guide]
- All attacks must have a range. The preferred method of posting your range is in grid format (Example Below).
N - Navi
X - Attack Range
[ ] [ ] [X] - [ ] [ ] [ ]
[ ] [N] [X] - [ ] [ ] [ ]
[ ] [ ] [X] - [ ] [ ] [ ]
[Heal Guide]
- Heal will automatically negate negative status effects when used.
- The following is a list of health recovered, effects, and what is required to use them.
10rcv - 6 - drain HP from all opponents - every other turn
20rcv - 7 - no effect
30rcv - 5x - drain HP from targeted opponent - every other turn
40rcv - 6x - no effect
50rcv - 4x - drain HP from targeted opponent - every other turn
60rcv - 5x - no effect
70rcv - 3x - drain HP from targeted opponent - every other turn
80rcv - 4x - no effect
90rcv - 2x - drain HP from targeted opponent - every other turn
100rcv - 3x - no effect
200rcv - 1x - drain HP from targeted opponent
250rcv - 2x - no effect
[Guard Guide]
- Guards may not include effects such as “unbreakable” or “can not be pierced.”
- Guards that reflect damage only reflect half of what they block.
- Guards do not block effects unless all the damage is blocked.
- The following is a list of damage blocked, effects, and what is required to use guards (not barriers).
10dmg - 6 - reflect half of blocked damage back at all opponents
20dmg - 7 - no effect
30dmg - 5x - reflect half of blocked damage back at the targeting opponent
40dmg - 6x - no effect
50dmg - 4x - reflect half of blocked damage back at the targeting opponent
60dmg - 5x - no effect
70dmg - 3x - reflect half of blocked damage back at the targeting opponent
80dmg - 4x - no effect
90dmg - 2x - reflect half of blocked damage back at the targeting opponent
100dmg - 3x - no effect
200dmg - 1x - reflect half of blocked damage back at the targeting opponent
250dmg - 2x - no effect
- The following is a list of barrier strength, and what is required to use them as guards.
10dmg - 6x - no effect
50dmg - 5x - no effect
100dmg - 4x- no effect
150dmg - 3x- no effect
200dmg - 2x - no effect
300dmg - 1x - no effect
- Barriers negate effects as well as damage.
- Barriers take a turn to use.
- For starting barriers, you get 1 point of barrier for every 2 HP you give up.
[Auras]
-No navi may start with an aura
-Though some people may have effects that give them auras, all auras take one turn to set up, like the barrier