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Other enemy stats are also calculated from their species and level and do follow the same rules as the player.Enemy MP is calculated from its species and level, although enemies cheat and never use any of their MP.And of course, they do not need to have any correlation to the enemy species' actual learnset at all. Effectively, enemies have between 2 and 15 moves.
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All enemies have a full list of 24 moves defined, although a lot of them consist of simple duplicated loops (an early enemy's move data looks like "1, 2, 1, 2, 1, 2", etc.).
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Bosses are even worse about this, as you encounter a third-grade Cape Dragon as early as lv4, and fourth-grade Corpse Dragon at lv30. In Ice Frost Tower, it's possible to encounter both lv10 Viner Beast (first grade) and lv9 V Beast (second grade).
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Species is not strictly attached to level.The moveset is replaced by the nine moves of the new Digimon species.Įnemy Digimon encounters and bosses follow different rules from the player: The moveset is replaced by the five moves of the new Digimon species, and an additional sixth move is learned. Level 22: Fifth move (actually fourth move).Level 15: Fourth move (actually third move).The third move is forgotten, and due to another bug, its replacement in the learnset database is never learned. The moveset is replaced by the first move and second move of the new Digimon species. Due to a bug, this is always Air Bulb, even if the learnset database says something else. What specific moves a Digimon learns is unique per Digimon, but what levels they learn moves on is universal to everyone. Unfortunately, there is no way for the player to get this. Instant kill - only one move has this, and it is only accessible by a late-game encounter.Cause "paralysis" status - causes the Digimon to be unable to perform a move for 4 turns.Cause "sleep" status - causes the Digimon to be unable to perform a move for 4 turns.Cause "disordered" status - causes the Digimon to be unable to perform a move for 4 turns.This goes for all moves with a timed effect. The move descriptions also claim the effect takes either 2-3 or 3-4 turns depending on the move, but they all last for 4 turns every time. There are variants that claim to do 10% in the description, but they still do 5% anyway. Cause "poison" status effect - 25% chance of success, in which case it does 5% damage, then 1 damage per turn for 4 turns - this damage is presumably bugged.Heal user - depending on the move, can be 30% or even 100% full heal.Reduce enemy attack - some variants claim to only last 3-4 turns, but the effect is permanent for the duration of the battle, even if switching out.Reduce enemy defense - still functionally completely useless, but at least it kind of does anything.Do nothing - ostensibly, there are moves that increase Magic Defense, which would itself be useless, but they don't even do that.The other 31 moves are various kinds of status moves, with effects including: 16 of these are item effects (which are simply coded as performing an item-specific move), and of the remaining 150 moves, 119 are default "general attack" moves with varying power. The game has a movelist consisting of 166 moves. Heavy abuse of the game's poor event script.Emulator used: various, but final run is synced on BizHawk 2.4.
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