Patch Cards in Mega Man Battle Network 6

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Revision as of 14:39, 8 October 2018 by Eurasia21xx (talk | contribs)

Using the e-Reader+, both versions of Rockman EXE 6 can scan e-Reader cards to further customize their MegaMan, as well as other features. Unlike in the previous two games, the data of the e-Reader cards were completely erased from the games, meaning there is no way to access them.


Information

Card e-Reader for Rockman EXE 6 come in 3 categories: Mod Cards, Item Cards, and Rare Chip Distribution Cards following in EXE 5's footsteps. All three types were distributed via Booster Packs with two parts, various EXE merchandise such as Guides and unique Japanese exclusive events.



Mods Cards

Mod Cards can be used to enhance your MegaMan with Abilities not possible normally. EXE 5 Introduced an MB system, which is kept for EXE 6 and works exactly in the same fashion.

Each card has a certain MB value, with MegaMan having a storage limit of 80 MB. Cards with higher MB generally have better Abilities. Individual cards can be turned on or off when needed, but this does not lower their MB use. This means that previous cards must be deleted when scanning new mod cards. All ModCard effects take place after NaviCust changes.


Types of Effects

Effect Description
<element>Body
  • NormalBody: MegaMan is his default element and is not weak to anything.
  • FireBody: MegaMan is red and weak to Aqua attacks. Can walk over Lava panels.
  • AquaBody: MegaMan is light blue and weak to Elec attacks. Does not slip on Ice panels and is unaffected by Water panels.
  • ElecBody: MegaMan is yellow and weak to Wood attacks. Does not get pushed by Magnet panels.
  • WoodBody: MegaMan is green and weak to Fire. Regenerates health on Grass panels.
HP + - <value> MegaMan's HP is changed by that amount.
MegaFolder + - <value> The number of MegaChips you're allowed in a folder is changed by that amount.
GigaFolder + - <value> The number of GigaChips you're allowed in a folder is changed by that amount.
Custom + - * <value> The number of chips you see on the Custom Screen is changed by that amount.
SoulTime + - * <value> The number of turns MegaMan is in a DoubleSoul is changed by that amount.
Attack + - * <value> MegaMan's Attack stat is changed by that amount.
Speed + - <value> MegaMan's Speed stat is changed by that amount.
Charge + - <value> MegaMan's Charge stat is changed by that amount.
B Button: <attack> MegaMan's basic B Button becomes that attack.
Buster Addition: <attack> Grants that ability to MegaMan's basic Normal Shot attack.
PwrAtk: <attack> MegaMan's PowerAttack B Button charge becomes that attack.
ChargeS Addition: <ability> Grants that ability to MegaMan's ChargeShot PowerAttack.
ON: <program> MegaMan gains that Program's ability.
OFF: <program> If MegaMan has that Program active in the NaviCust or as a lower tier ModCard, it is disabled.
First <chip effect> MegaMan starts the battle with that effect.
B+Left: <effect> MegaMan's B+Left becomes that effect.
Chip Recovery MegaMan heals HP when using any chip.
Move: <panel type> When MegaMan steps off a panel, it becomes that panel type.
Bug: <bug> MegaMan gains that bug.
  • Custom Screen Damage: MegaMan takes damage when you open the Custom Screen.
  • Custom HP Drain: MegaMan loses HP in the Custom Screen.
  • Battle HP Drain: MegaMan loses HP in the battlefield.
  • Buster Blank: The default Buster has a chance to fire blank shots.
  • Move Warp: MegaMan can only move to the edges of his field.
  • Damage Bug: When MegaMan is flinched, pushed, or pulled in battle, he receives that effect.
  • Emotion Bug: MegaMan's emotion window changes rapidly.
  • Status Bug: MegaMan starts the battle either confused, blind, blinking, or invincible.
BugFix: <bug> If MegaMan has that bug in the NaviCust or as a lower tier ModCard, it is fixed.