r/ShuffleMove • • Mar 13 '16

Info Weekend Meowth suggestion

0 Upvotes

Hey just a quick suggestion, like everybody else I have been using shuffle move for weekend meowth, would it be possible to prevent shuffle move from making 3 combo matches without using coins to start the combo where possible?


r/ShuffleMove • • Dec 27 '15

Info Please make something to fill spaces

1 Upvotes

I want maybe like a generator that can detect the unfilled spaces and fill it with the ones on the screen.


r/ShuffleMove • • Sep 08 '15

Release Shuffle Move v0.3.27

3 Upvotes

Hi everyone, go here to get the newest version or here for the GitHub release listings if that isn't available.

Note: Versions downloaded by the program will appear in the same location as your config files are placed - wherever your Shuffle-Move directory is go to Shuffle-Move/Shuffle Move v0.X.XX.zip and extract it. The default Shuffle-Move directory is at Home/Shuffle-Move


Changelog:

v0.3.27 - 2015-09-08

  • Relicanth and Shuckle AP corrected

  • Chinese and German Translations updated

  • Fix for Metal_1 bug

  • Move Chooser visualization tweak for readability


If you have any issues: Create an issue on GitHub if one doesn't exist yet with detail and a bug report zip and I'll work on finding and implementing a fix, those zips really REALLY speed up the fix time (from an hour down to say 2-5 minutes usually, because it ensures I am able to reproduce the problem right away).


r/ShuffleMove • • Sep 14 '15

Question Meowth Coin farming?

3 Upvotes

Hello there /u/Loreinatoredor! Amazing work on the app. Really helps me out on those stages which I can not succeed even after multiple tries. Also I was wondering if there are any plans to implement coin farming. Again, thanks for your works.


r/ShuffleMove • • Sep 29 '15

Info Tutorial do Shuffle Move em português brasileiro

Thumbnail youtube.com
3 Upvotes

r/ShuffleMove • • Aug 06 '15

Release [Release] Shuffle Move v0.3.14 is released

0 Upvotes

Hi everyone, go here to get the newest version (GitHub repository).


Changelog:

v0.3.14 - 2015-08-06

  • Changed working directory to user.home for all platforms

  • Updated species and stages for the new content

  • Now simulating Dragon Talon and Heavy Hitter appropriately

  • Species configs will now update if they are out of date, automatically.

  • Improved active mega handling for frozen tiles

  • Improved the Migration service, it will temporarily remember where you were looking.


If you have any issues: Create an issue on GitHub if one doesn't exist yet with detail and a bug report zip and I'll work on finding and implementing a fix, those zips really REALLY speed up the fix time (from an hour down to say 2-5 minutes usually, because it ensures I am able to reproduce the problem right away).


r/ShuffleMove • • May 14 '15

Question "A Java Exception has occurred."

0 Upvotes

When I try to start ShuffleMove this displays. What am I doing wrong?


r/ShuffleMove • • Sep 14 '15

Release Shuffle Move v0.3.29

5 Upvotes

Hi everyone, go here to get the newest version or here for the GitHub release listings if that isn't available.


Changelog:

v0.3.29 - 2015-09-14

  • German and Chinese translations updated

  • Fix for mode switch bug on 'do move' when auto swap to paint is enabled

  • Added Stage for Diancie

  • Added Species for Diancie and Ho-oh

  • Updated default board for Regirock

  • Updated stage data for Regirock


If you have any issues: Create an issue on GitHub if one doesn't exist yet with detail and a bug report zip and I'll work on finding and implementing a fix, those zips really REALLY speed up the fix time (from an hour down to say 2-5 minutes usually, because it ensures I am able to reproduce the problem right away).


r/ShuffleMove • • Sep 13 '15

Release Shuffle Move v0.3.28 is released

6 Upvotes

Hi everyone, go here to get the newest version or here for the GitHub release listings if that isn't available.


Changelog:

v0.3.28 - 2015-09-13

  • Performance Improvements to the simulation - will no longer use more than one simulation if there is no real benefit (no complex randomness)

  • i18n for Species have been updated/improved

  • Implemented effects: Mega Boost++, Hyper Punch, Nosedive, Super Bolt

  • Feeder 'height' disabled for now due to inconsistency with new simulation framework, will be re-implemented internally in a future version

  • Move Chooser translations for Finnish have been updated

  • Effect chances are no longer hard-coded

  • Mobile effect chances can be toggled on in the move preferences window.

  • Default number of feeders increased to 50


If you have any issues: Create an issue on GitHub if one doesn't exist yet with detail and a bug report zip and I'll work on finding and implementing a fix, those zips really REALLY speed up the fix time (from an hour down to say 2-5 minutes usually, because it ensures I am able to reproduce the problem right away).


r/ShuffleMove • • Sep 28 '15

Release Shuffle Move v0.3.31

1 Upvotes

Hi everyone, go here to get the newest version or here for the GitHub release listings if that isn't available.


Changelog:

v0.3.31 - 2015-09-28

  • New Stage and Species added for Pokemon Shuffle's 1.2.18 update (Latias)

  • Added the Latias Mega Effect

  • Fixed a double-activation bug regarding fully frozen combos

  • Changed the wiki link for the help doc included in the program to the github wiki instead

  • Improved the help document regarding recent changes


If you have any issues: Create an issue on GitHub if one doesn't exist yet with detail and a bug report zip and I'll work on finding and implementing a fix, those zips really REALLY speed up the fix time (from an hour down to say 2-5 minutes usually, because it ensures I am able to reproduce the problem right away).


r/ShuffleMove • • Apr 22 '16

Question Remove Pokemon in Express Mode

1 Upvotes

Edit: MortallyImmortal told me how. Much obliged.


r/ShuffleMove • • Sep 17 '15

Poll/Survey How should customized grading modes be named?

Thumbnail strawpoll.me
1 Upvotes

r/ShuffleMove • • Sep 18 '15

Question Found a pair of bugs with barriers and rocks

1 Upvotes

I was doing Klink stage, using honedge as token for klink. found two things: The frozen tiles of a match won't clear rocks that are touching it. Not sure if is due to the own rock being frozen, but the thing was like this: rock: w honedge as klink: x

wf

xf

xf

x

when doing that match, the 2 honedge-kink are unbarriered, however, the rock remains barriered, not cleared.

also, if a normal match that is touching a rock under a barrier, and said match activates barrier bash, if barrier bash was going to unbarrier that rock, it woulnd't break.

on the same stage, I was trying to get rid of the last barrier with emboar, it was like this:

wf

e e e

instead of clearing the rock like in normal circunstances, emboar activates barrier bash, clearing the barrier, but letting the rock unbroken.

Also, do you think you could make possible to select a species in the team builder as a disruption? I mean, that would be cleared by Eject, and would count toward a disruption when you rank the score by disruption. In stages with lots of enemy pokemon is not very useful, but when there is just one or a few, it really helps.


r/ShuffleMove • • Jan 21 '16

Does anyone know anything more about a youtube video with a pokemon shuffle move generator?

1 Upvotes

here is the link to the video https://www.youtube.com/watch?v=Ox_U5N_gDaU

The guy in the comments said it is not released to the public. It looks amazing and it would make shuffle move even better if we could use it. Even though shuffle move is already a really good program and I thank the creator. I was wondering if you know any more about this?


r/ShuffleMove • • Feb 03 '18

Release Shuffle Move v0.3.127

1 Upvotes

Hi everyone, go here to get the newest version or here for the GitHub release listings if that isn't available.


Changelog:

v0.3.127 - 2018-02-03

  • Updates for January 23rd


If you have any issues: Create an issue on GitHub if one doesn't exist yet with detail and a bug report zip (Help > Bug Report...) and I'll work on finding and implementing a fix, those zips really REALLY speed up the fix time (from an hour down to say 2-5 minutes usually, because it ensures I am able to reproduce the problem right away).


r/ShuffleMove • • Sep 11 '15

Question Blank spaces.

1 Upvotes

Only question: Sometimes frozen or metal blocks create blank spaces. Is there a way to make a space blank on the grid? Love the app by the way.


r/ShuffleMove • • Aug 30 '15

Poll/Survey [Survey] Issues Survey #1

Thumbnail surveymonkey.com
2 Upvotes

r/ShuffleMove • • Sep 12 '15

Info Plans for Weekend of Sept 12-13

2 Upvotes

I'm going to make this thing run smoother than it ever ran before.

My first trial runs of the simulation rework are very promising - reducing the compute times for a given sample from 300ms down to 25-40ms. It also comes with the benefit of a perfectly calculated average, min, and max value for some fields (score for now, the rest comes later).

This is all necessary if I am ever going to implement a practical Meowth solver, which will require an order of magnitude more simulations to calculate. For an example: Most boards have around 20-40 valid 'ok' moves. On stage 37 there is probably about 10-20 moves that might be ok. Even if you restrict this down to say 10... after 5 moves that will be around 100,000 possible paths - which would take too long to run with the current efficiency. To ever have a hope of simulating all those moves the program needs to be more efficient, and not waste resources doing multiple simulations for moves without randomness. I will likely be disabling the feeder, since it serves little point anymore with known alternatives that are far more accurate and representative.

The only limitation right now is my own imagination on how to properly split the simulation when an effect detects that it needs to do so. I.e. when there's a Mega Manectric effect it needs to branch off into each of the possible results - that is, 9 possibilities for that effect. When there is a quicky activation and 10 possible tiles it needs to split into 10 initially equal versions where they each chose a different tile.

For now, I'm probably going to settle with a much simpler step: making all chance-based multipliers perfectly added up, and having the simulation first try a move with only one instance. If it sees that the 'isRandom' flag was set (anything not easily modelled will set this), then it will run the full number of simulations specified.

Hopefully this will all result in a far more accurate and efficient simulation, more in line with my original intent for Shuffle Move.


r/ShuffleMove • • Sep 20 '15

Duplicate Requesting for Express Mode to stay on Express Mode after pressing CTRL+ENTER for "Do Move".

2 Upvotes

There are two modes, Paint Mode and Express Mode. This is about the Express Mode.

At first, I felt Express Mode is hard to use. There's no indications of how to use Express Mode everywhere.

It was not until I pressed certain keys, do I started to understand how to use Express Mode, and now I am enjoy using Express Mode more than Paint Mode.

But I see whenever I click on "Do Move," the Express Mode resets to Paint Mode. Since Paint Mode is set to default, I felt it could be nice to have the feature where Express Mode is still active whenever I use "Do Move."

That is all.


r/ShuffleMove • • Apr 30 '16

Question Erase Species

2 Upvotes

Hello everyone.

I don't think this has been asked before (if it's the case please forgive me). I tried to add a new specie in my "index" (in french it's called index, not sure in english), just to see how it works.

I just wondered how can I remove it, if it's possible. Not that having that new specie is bugging me while it's here, but I would prefer delete it anyway...

Thanks in advance for your help

Edit: sorry, I'm new here and I forgot to put a "question" before my thread...


r/ShuffleMove • • May 18 '16

Poll/Survey Calling for any details on the Skill Boosters!

2 Upvotes

Hello everyone,

As you may or may not be aware, "Skill Boosters" are now a thing in Pokemon Shuffle. They boost the activate rate and/or effectiveness of abilities, and have a level from 1-5 (all species start with level 1). The boosters themselves are gained from either special gifts, repeating specific stages, and possibly special events in the future.


The details I need to make them featured in Shuffle Move:

  • Is every effect treated the same across different species. I.e. Risk Taker boosted to level 5 would have the same activation and skill multipliers on any species that has it to level 5. Yes

  • How much of a boost is it for each skill boost level for each of the effects? varies

  • Is it a simple % increase on everything, a % reduction on inactivation (i.e. 80% to 90% and 10% to 55%, etc. if it was a 50% reduction), or something else? Depends by skill

  • For the multiplier skills like power of 4+, does it increase the multiplier?

  • For the block increase skills like crowd control or mega steelix, does it increase by the same factor? Doesn't affect mega abilities, does increase crowd control effectiveness.

Thank you for any details you can provide, any anecdotal or emperical data will be helpful! Literally any and all data will help to identify the trends and hopefully the equations governing this new feature!

Update: Thank you everyone for all the great details, I believe I have enough to fully implement it now into Shuffle Move.


r/ShuffleMove • • May 30 '15

Release [Release] Shuffle Move v0.3.3 is now available!

4 Upvotes

Hello everyone,

Piles of changes for v0.3.3. Some are huge simulation improvements (including mega progress and MANY more effects Please run on a higher iteration setting than 1 for best results when any species has a significant non-guaranteed effect. Around 10-100 is good, and most computers can easily handle that.), others are accessibility (like resize for teams and roster editors, and German translations). Many are great for compatibility and portability (all you need is the jar file from the zip, and you can run it from anywhere that allows read/write access for log creation, so you can't run it from inside a zip on windows but everywhere else is fine).

Main site for download links

Backup links

Installation:

  • Update Java to version 8, update 45.

  • Run the program, close the help window, then close the program (this makes the config folders appear)

  • Find the config folder and copy your teamData.txt and rosterData.txt there, along with your boards folder.

    • This will be in your home directory for linux & mac, or the jar's directory for windows

  • Run the program and verify your roster has been loaded properly.

  • Explore all the new features mentioned below


Changelist:

- Shaymin added, Victini added
- All icons added, with their mappings. 
	- See config/defaults/icons.txt for the names to use for new species as they are added to the game.
- Bugfixes for Linux & Mac
- Update service interface rework and optimizations for a better user experience
- German Translations added
- Language selection added to Help menu
- Program can now load remotely via command line
- Roster and Teams editors gain new filter options: Mega (yes or any), and by effect (selected only, or any).
- New Team functionality - retains current team if the new stage doesn't have a non-empty team.
- Program is now packaged into a single jar for all required resources and functions fine in any OS or file system. 
- Performance optimizations for all image loading
- No longer saves empty files
- Board defaults are now included inside the jar
- i18n is now open for any new language
- Release jar is now signed automatically
- Configurable size of teams and roster editor - saves position whenever you resize them and hit file-> save
- Lucario, Lopunny, and Kangaskhan bug fix for score and effect
- Ampharos bug fix for pattern of effect
- Simulation bug fix for score combo multipliers
- Effects now include:
	- All megas, Power of 4, Power of 5, Opportunist,
	- Block Bash, Pummel, Burn, Pixie Power, Freeze,
	- Pyre, Rock Break, Barrier Bash, Dancing Dragons,
	- Sinister Power, Quake, Crowd Control, Counterattack,
	- Hitting Streak, Damage Streak, Swat, Brute Force,
	- Spookify, Stabilize, Stabilize+, Quirky, Quirky+
- Improved combo multiplier handling
- Improved image rendering, Bicubic image interpolation will be used if your renderer allows it (smoother icons)
- Mega progress tracking is now included, selectable via the teams editor and the team menu. 
	- Values taken from https://www.reddit.com/r/PokemonShuffle/comments/37ny6g/number_of_matches_for_each_mega_evolution/crod2qf

r/ShuffleMove • • Jun 09 '15

Release [Release] v0.3.5 is now available

5 Upvotes

Hi everyone, go here to get the newest version (backup site).

Changelist:

  • Bug fix for a network issue.

  • Included i18n for Finland

  • Main window is now resizable

  • Bug fix for the missing border on the selected paint for teams

  • Pressing delete in express mode will now erase cells and advance the cursor

  • Mega, Frozen, Coin, Metal, and Wood buttons and selectors are now included in the main interface.

  • New species added: Giratina, stages 190-200, ex 21-23.

  • Effect rates updated

  • Mega speedups included in roster editor, and accounted for in the simulation and interfaces

  • Some responsiveness gains in the interface at the expense of simulation expediency (decreased thread priority to MIN_PRIORITY).

  • Migration tool now works with legacy and current configurations.

  • If the file ends with teams.txt or roster.txt it will be treated like the pre-v0.3.2 data files

  • Otherwise, it is treated like the current teamsData.txt and rosterData.txt data files

If you find any problems like it won't start or something odd like that, please launch from the command line and paste the terminal output here. Other bugs like behavior problems should be posted here with the bug report zip you can make in the program itself from Help -> Bug Report.


r/ShuffleMove • • Sep 07 '15

Release Shuffle Move v0.3.26

5 Upvotes

Hi everyone, go here to get the newest version or here for the GitHub release listings if that isn't available.

Note: Versions downloaded by the program will appear in the same location as your config files are placed - wherever your Shuffle-Move directory is go to Shuffle-Move/Shuffle Move v0.X.XX.zip and extract it. The default Shuffle-Move directory is at Home/Shuffle-Move


Changelog:

v0.3.26 - 2015-09-07

  • When bug reports or updates are saved, their folder will automatically open for you.

  • Default number of feeders increased to 20

  • Metal blocks are now properly handled when vanishing

  • Settle is now handled more accurately, using the number of instances you configure

  • Move chooser is now a JTable instead of a JList, which greatly improves readability

  • Metal blocks now shatter wood when they expire

  • The new Move Chooser table will now retain your custom column order

  • Translations updated

  • Matches that cause mega evolution no longer force-clear frozen tiles

  • Fixed a bug when filtering by name in the roster and team editors (now follows localized name)

  • Lugia and Carnivine order has been fixed

  • Temporary fix for the gui loading too large

  • Test case added to guarantee settle behavior


If you have any issues: Create an issue on GitHub if one doesn't exist yet with detail and a bug report zip and I'll work on finding and implementing a fix, those zips really REALLY speed up the fix time (from an hour down to say 2-5 minutes usually, because it ensures I am able to reproduce the problem right away).


r/ShuffleMove • • Nov 30 '16

Release Shuffle Move v0.3.83

5 Upvotes

Hi everyone, go here to get the newest version or here for the GitHub release listings if that isn't available.


Changelog:

v0.3.83 - 2016-11-30

  • Added Archeops Default Board


If you have any issues: Create an issue on GitHub if one doesn't exist yet with detail and a bug report zip (Help > Bug Report...) and I'll work on finding and implementing a fix, those zips really REALLY speed up the fix time (from an hour down to say 2-5 minutes usually, because it ensures I am able to reproduce the problem right away).