Ruby & Sapphire Challenge Patches
Ruby and Sapphire challenge patches with Giftlocke, custom starters, 4 Moves and reusable field tools.
CHANGE LOG
Patch notes
v1.1.1
- Giftlocke now ends the attempt when the whole party is lost. Badges, story progress, items, party and stored Pokémon reset, and the next attempt begins at the professor’s lab with the chosen run options retained.
- Every Giftlocke attempt starts with a random Pokémon. A new attempt rolls a new starter; saving and reloading within an attempt keeps the same roll.
- The rival’s starter is selected automatically: a super-effective type matchup first, then super-effective level-up move coverage, then a random choice among the three if neither provides an advantage. Equally strong candidates are chosen at random.
v1.1
- Added Giftlocke: keep your chosen starter and receive one random Pokémon after each of the eight Gyms. Gifts use all 386 available National Dex Pokémon and arrive at the defeated leader’s highest level.
- Wild captures, non-Gym gift Pokémon, eggs, in-game trades and Pokémon prizes are blocked in Giftlocke. Normal move learning remains available.
- The next Gym reward is saved in advance. A full party leaves the same reward waiting at that Gym’s statues; collect it before challenging another Gym.
- Giftlocke starts with reusable HM field items and a Candy Jar. Its level cap is on by default and can be switched off on the second settings page; EXP, Rare Candy and Day Care respect the cap.
- A Giftlocke whiteout heals the team and returns the player to the professor’s lab, preserving Gym rewards and story progress.
v1.0.1
- Maintenance update.
v1.0
- Introduced Four Moves mode and custom starter move selection.
- Prevented additional catches during Four Moves runs.
- Added reusable field tools for Cut, Fly, Surf, Strength, Flash, Teleport, and Escape Rope progression.
- Set faster default text, battle style, animations, and frame options and added player-name presets.
AT A GLANCE
What changes?
- Giftlocke: a random starter plus one random Pokémon per Gym
- Four Moves setup and custom starter moves
- Challenge field items
- Catch restrictions for Four Moves runs
- Fast challenge-run defaults
- Player and rival name presets
Four Moves rules
Choose the starter's four permanent moves during setup. Field tools handle required overworld actions so those move slots stay reserved for the challenge.
Giftlocke
Start a new game, choose Giftlocke in Starter Setup. Your starter is random and the rival is chosen automatically. Use L/R to reach page two and set Giftlocke Cap to On or Off. The cap starts at the first Gym leader’s ace and advances through the Gyms and Pokémon League.
Each Gym gives one random Pokémon. If your party is full, make room in the PC and return to a statue in that Gym. The waiting gift stays the same when you save and reload, and must be claimed before the next Gym challenge.
Losing the whole party ends the attempt and clears its progress. Return to the professor’s lab for a fresh random starter; your run settings stay selected.
- Random starter plus eight Gym rewards
- Normal move learning and evolutions
- Reusable Candy Jar and HM field items
- No wild catches, other gift Pokémon, eggs or in-game trades
THANK YOU
Credits
- pret/pokeruby contributors
- Challenge-run testers