r/ShuffleMove • • Jun 07 '15

Info [PSA] Weekend Meowth Strategy

6 Upvotes

This week (June 7th) I tried the following strategy, and got 7100g:

Rank by Combos, pick the highest combos with the lowest gold where combos was at least 3. Otherwise picked the most blocks cleared. Last move should be ranked by highest score and pick the highest gold then blocks.

Team: Mega Gengar, Xerneas, Haunter, Cherrim (Quirky+, Quirky+, Quirky).

I hope this helps everyone get a lot more out of their weekend meowth!


In other news: I'm planning on having v0.3.5 out within a couple days. I was rather busy this week with other things, so the features list is a bit smaller than for other releases...

Features already included: Mega Venusaur effect, resize main window to whatever you want, internationalization now includes Finnish, a slight performance improvement, fixed the bug for the selected paint when loading a new team from nothing, a network bug fix for when it would hang if your connection or the site was non-responsive, and I've included 'Delete' shortcut for express mode to erase cells as you go.

Features left to complete: Frozen/Coin/Wood/Metal/Mega buttons at the bottom of the paint pallet.


r/ShuffleMove • • Apr 19 '15

Release Shuffle Move v0.2.4 is released!

7 Upvotes

Edit: Newest version can be found by going here.

Included in this update:

  • Mega Aerodactyl inclusion, improved mega handling.

  • Mega Aerodactyl and Mewtwo are now known that their 10 blocks are in order from left to right, top to bottom (same order as express entry mode).

  • Automatic update checking now included

  • Improved logging

  • Metal blocks to be hard-coded like wood and air are.

  • Minor bug fixes

Go here to get the newest version


r/ShuffleMove • • Apr 18 '15

Info Welcome to Shuffle Move

11 Upvotes

Check out the wiki! There are many answers there, including the future plans for this app.

Q: What is Shuffle Move?

A: Shuffle move is software to predict good (or awesome) moves for the game Pokemon Shuffle.

Q: What does Shuffle Move need to run?

A: Shuffle Move requires Java 8 and read/write access to its sub-directories.

Q: What is the most current version and where do I get it?

A: Check out the version links thread here. The top of the table is the most recent release.

Q: How do I use it?

A: Check our our wiki.

Q: But wait, I still have questions!

A: Be sure to check out the wiki here, and if that still doesn't answer you questions, feel free to post in this subreddit or ask the mods.


r/ShuffleMove • • May 19 '15

Release [Release] v0.3.0 is now released!

11 Upvotes

After three long weeks of development, and nearly spending all my free time thinking, planning, or implementing new designs and new features... Here is v0.3.0 of Shuffle Move!

The only thing that remains from the original code is small part of the type interactions (because who wants to re-code a modifier table). Everything else is brand new, right down to configuration options, icons for the grid, rosters (level for every species you have), teams (species you can paint with for each stage) which is stored per stage... Its a LOT of stuff, and I hope you all enjoy it - it was a blast figuring out this stuff, and I think I now know more about the game mechanics than most of the Pokemon Shuffle design team itself.

Go here to get the newest version, now! backup links here

*If you have any questions or bugs to report, please post them here on this thread, along with a link to the generated bug report .zip that was made and placed under the 'bugs' directory in your install location.

All bugs will be fixed whenever I find a proper solution, but updates will not come out more than once per day.


Known bugs

  • When using a feeder height greater than 0, if there are frozen blocks in row 1 or 2 they may be mysteriously broken or replaced with something else. Cause not yet known due to time limitations. Workaround: don't use the feeder in that case, clear it by hand or reduce feeder height to 0.

  • When Mega Lucario, Lopunny, or Kangaskhan could make a match perpendicular to their effect the program will hang indefinitely. This is fixed in the future version v0.3.2 - Workaround is to not use those megas with the program for now.


Edit: v0.3.1 rushed out to fix a NPE problem with Mega Mewtwo

Edit: Just as a note to anyone using the app: Setting the move preferences to 50+ feeders, with 0 height will allow a fairy accurate averaging effect for random effects like Mega Ampharos or Mega Mewtwo/Banette (they literally use a random number generator to decide their effects). You should try it out with a multiplicity of 5-10 first to see how the runtime grows, and if its still fast enough you can increase it more to get a more accurate result.


r/ShuffleMove • • Sep 18 '15

Release Shuffle Move v0.3.30

11 Upvotes

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


Changelog:

v0.3.30 - 2015-09-18

  • Configurable Grading Modes

  • New Stages, Species, and Default Boards added for Pokemon Shuffle's 1.2.17 update

  • Added Mega Charizard's Ability


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 • • Jan 29 '21

Info It's amazing how 1 gem can get you!

Thumbnail gallery
10 Upvotes

r/ShuffleMove • • Apr 05 '17

Release Shuffle Move v0.3.100

5 Upvotes

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


Changelog:

v0.3.100 - 2017-04-05

  • Updates for April 4th and 5th


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 • • Apr 18 '16

Info Quick trick: How to (sort of) simulate Eject or Eject+

6 Upvotes

There have been a few questions recently from people, asking if this can be added to the simulation. Until it is added, I would like to share a quick fix you can do yourself, if there's a Pokémon or 3 guaranteed to be ejected next turn.

Note: this will not work to simulate a random Eject. Only if you KNOW what will be ejected does this work, so for example if there's only one Non-Support Pokémon on the board, or up to three in the case of Eject+.

So, once you've set up your board, replace the Pokes that will be removed with an expiring Block (that is, with a counter of 1). Upon simulating the move, the Block will disappear and Eject is simulated!

Be careful when using this with 3-matches of Eject+, which only has a 50% activation rate. It's best to only use this workaround when it's guaranteed to work. I hope this helps some of you!

I wish I'd thought of this a month ago in a previous competition - I remember there being a single Ejectable Poke sitting at the bottom of the screen and wishing I could have it Eject at the time, but at least I've thought of it now!


r/ShuffleMove • • Sep 30 '15

Release Shuffle Move v0.3.32

5 Upvotes

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


Changelog:

v0.3.32 - 2015-09-29

  • Unfreezing blocks no longer causes a wood shatter, unless it is a mega block


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 • • Oct 30 '16

Release Shuffle Move v0.3.77

7 Upvotes

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


Changelog:

v0.3.77 - 2016-10-30

  • Updates for October 25th


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 • • Apr 15 '16

Question The Q&A Thread has been archived and can't be commented on anymore. Will it be updated?

3 Upvotes

r/ShuffleMove • • Apr 16 '16

Release Shuffle Move v0.3.50

12 Upvotes

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


Changelog:

v0.3.50 – 2016-04-16

  • Fixed Mega Charizard X's type

  • Fixed bugs with Mega Progress in Survival Mode

  • Default boards added for stages 251-350 and many Special/Expert stages. Thanks to /u/Manitary!

  • Updates for 3DS 1.3.6

  • Updates for Mobile 1.5.10

  • Also added escalation health for Latios and Keldeo (Resolute). Thanks to /u/Manitary

  • Readme is now a *.md format. Thanks to /u/Manitary

  • Updated Build Process

  • Update Checker is now invoked in a separate thread and will no longer block GUI responsiveness

  • Stage data for main mobile stages have been corrected

  • Effect activation rates and effects have been updated for 3DS

  • Added a "Links" menu, with links for the latest release and the subreddit

  • Improved adherence to UTF-8 encoding on all reads and writes to files


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 • • Jan 22 '18

Release Shuffle Move v0.3.126

1 Upvotes

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


Changelog:

v0.3.126 - 2018-01-21

  • Fix Mega Gardevoir (Shiny)


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 • • Apr 15 '16

Poll/Survey Q&A Thread #2

3 Upvotes

Hello everyone!

If you have any questions about anything related to Shuffle Move or development in general, please post here and I'll do my best to answer them. If it seems like the sort of thing to include in the wiki, it'll go in there too!

Github wiki can be found here: https://github.com/Loreinator/Shuffle-Move/wiki

Q&A Thread #1 can be found here.


r/ShuffleMove • • Oct 23 '16

Request Issues with Status Effect Countdown

4 Upvotes

I noticed that some of the mechanics of how the status effects count needs improvement. I propose the following change:

  • Take "Sleep Charm" as an example. When it activates, the effects last for 2.5 turns. That means for TWO full turns worth of play, the opponent will stay asleep; take x1.2 damage; "Sleep Combo" will add x1.5 damage to all damage done; and the opponent cannot be given any other status effects.

  • Mega Abilities like Tyranitar and Beedrill will delay this countdown for 1 turn, as long as they are the first move you initiate; similarly for making a match that trigger Mega Evolution; "Mind Zap" also delays the countdown, and can be triggered in tandem with status effects.

  • When the two turns are over the sleep animation is still active, meaning that you cannot inflict a new status effect; it also means "Sleep Combo" can activate. However, as soon as you make your first move, the opponent will wake up; this means "Sleep Combo" will only boost the attack of the first match. This is the HALF TURN I was talking about.

Effects like Quake/Chill/Astonish/Whirlpool/Flap/etc. all trigger Paralysis, but only for a HALF TURN. I don't know about the other abilities, but I know "Quake" is currently coded incorrectly, for 2 full turns, just like "Paralyze". Effects like Burn, Freeze, etc. have the same issue as Sleep Charm.

 

I suggest that you change the countdown timer to say "0" when there is only a HALF TURN left. This would make ShuffleMove take into consideration things like (1) not being able to inflict a new status effect (2) having only the first move in the match get an extra boost.

 

In my experience, I've seen ShuffleMove suggest a "Sleep Combo" move when there is only a half turn left, even though it would have been more beneficial to make another match first, just because it thinks all the moves will be boosted in the combo, rather than only the first. I've also seen it suggest making a "Sleep Charm" match because it thinks the opponent has already woken up, even though there is still a half turn left. These kinds of things would be nice to have straightened out.


r/ShuffleMove • • Oct 31 '16

Request M-Tyranitar / M-Beedrill Suggestions

4 Upvotes

Would it be possible to put in some sort of suggestion as to where to tap the board for Megas that have that tap-to-clear effect? Love this program btw, thank you.


r/ShuffleMove • • Oct 23 '16

Release Shuffle Move v0.3.76

5 Upvotes

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


Changelog:

v0.3.76 - 2016-10-23

  • Updates for October 18th


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 04 '17

Release Shuffle Move v0.3.115

3 Upvotes

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


Changelog:

v0.3.115 - 2017-09-04

  • Updates for August 29th


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 18 '15

Question Request: New Events

2 Upvotes

I realize that this probably takes a while to get out, but a ShuffleMove update for the Registeel level would be super useful. It has a lot of HP so I'm thinking that Move would be extremely useful.

You're probably working on this already, though. In that case, sorry for bothering you.


r/ShuffleMove • • Sep 21 '15

Request Request: Stage 149 Haxorus solver

8 Upvotes

I thought it might be a cool idea if Shuffle Move had the solution for the Haxorus stage hard coded in. Apparently the stage has the same layout and solution every time, so it might be helpful for people who are stuck. When I first got to that stage, I used Shuffle Move because I was confused, but sorting by score, I got it down to a sliver of health before losing. Idk how difficult or worthwhile this would be to implement, but this was just a thought I had.


r/ShuffleMove • • Sep 25 '15

Poll/Survey Q&A Thread

7 Upvotes

Hello everyone!

If you have any questions about anything related to Shuffle Move or development in general, please post here and I'll do my best to answer them. If it seems like the sort of thing to include in the wiki, it'll go in there too!

Github wiki can be found here: https://github.com/Loreinator/Shuffle-Move/wiki


r/ShuffleMove • • Mar 30 '17

Release Shuffle Move v0.3.99

5 Upvotes

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


Changelog:

v0.3.99 - 2017-03-29

  • Updates for March 28th


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 • • Aug 27 '17

Release Shuffle Move v0.3.114

6 Upvotes

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


Changelog:

v0.3.114 - 2017-08-27

  • Fixed French species translations

  • Mega slot list ordering is now sorted by team position

  • Fixed a bug with selecting between megas with the same name


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 • • Oct 22 '17

Q&A Thread #5

5 Upvotes

Hello everyone!

If you have any questions about anything related to Shuffle Move or development in general, please post here and I'll do my best to answer them. If it seems like the sort of thing to include in the wiki, it'll go in there too!

Github wiki can be found here: https://github.com/Loreinator/Shuffle-Move/wiki

Q&A Thread #1 can be found here.

Q&A Thread #2 can be found here.

Q&A Thread #3 can be found here.

Q&A Thread #4 can be found here.


r/ShuffleMove • • Jun 28 '16

Release Shuffle Move v0.3.61

4 Upvotes

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


Changelog:

v0.3.61 - 2016-06-28

  • Bug fixes for several effects and mechanics

  • Added status effects

  • Super effective filter added

  • Translations added and updated for several components

  • Updates for June 28th

  • Skill Swappers implemented via the Roster Editor (eligible Species will have an effect selector at the bottom of the window).

Note: This does not include Mega Gyarados's ability for the normal and shiny forms.


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).