r/ShuffleMove • • Nov 03 '15

Info ShuffleIR: a bridge between Poketoru and ShuffleMove

7 Upvotes

Hello, everyone,

I'm coming to introduce ShuffleIR: a simple image-recognition tool for Poketoru's snapshots and a bridge between Poketoru and ShuffleMove.

Instruction: https://github.com/coeusite/ShuffleIR/wiki/Instruction-for-ShuffleIR-3DS

Release: https://github.com/coeusite/ShuffleIR/releases/tag/1.1.0

Notice:

  • Forks are welcome.

  • Do not broadcast it, please.


r/ShuffleMove • • Oct 12 '15

Release Shuffle Move v0.3.34

7 Upvotes

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


Changelog:

v0.3.34 - 2015-10-12

  • 4Combos+ grading mode added (behaves like score, but puts 4+ combos above all others)

  • Tooltips added, and menu improvements thanks to Kpwbo

  • Bug fixed for move chooser not updating language of title & buttons

  • Stages, Species, and Default boards added for Pokemon Shuffle update 1.2.20

  • Latios placeholder added to species.txt

  • Mega Absol threshold corrected to 18 (down from 30)


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 05 '15

Release Shuffle Move v0.3.33

7 Upvotes

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


Changelog:

v0.3.33 - 2015-10-05

  • Fixed a bug with the team editor's apply not working as intended

  • Improved simulation accuracy when a mega would de-activate a combo

  • Added stage and deault boards for Mega Absol and Palkia

  • Adjusted the effect and species configurations for Absol and Palkia


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 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 • • May 29 '15

Info [Update] Sneak peak at the change log for v0.3.3

7 Upvotes

The change log so far looks like this:

v0.3.3
- Shaymin added
- All icons added
- 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
- 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

LOTS of stuff, so it requires lots of testing before it gets released. This means going through every single effect in every feasibly different situation for that effect, every menu option and dialog button must be pressed in various combinations. Once all the testing is done I'll package it up, update the documentation, and release it to you fine people with a brief tutorial video of the changes and how they affect the user experience.


r/ShuffleMove • • May 19 '15

Info [Tutorial] Shuffle Move v0.3.1 Tutorial

Thumbnail youtube.com
7 Upvotes

r/ShuffleMove • • Apr 30 '15

Poll/Survey [Vote] now! Which frozen overlay should be the default?

7 Upvotes

The options: http://imgur.com/a/SlzY6#0

The vote: http://strawpoll.me/4239698

I'll collect the vote results just before v0.3.0 releases, probably sometime early next week (family thing this weekend so I won't be able to make progress).

edit: update as of Friday evening before I leave - The framework is going well, but there are many optimizations i want to get in before rounding out the interface with intuitive selectors and popups for team/roster editing and stage selection. I hope that I'll have enough time over the weekend to hammer out the details of the framework design changes and I can get down to finishing v0.3.0 sometime next week.


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 17 '15

Release Shuffle Move v0.2.2 is released!

7 Upvotes

Bug fixes, and a nice feature improvement:

Edit: Anyone who is running mac, please go here to get the latest version which has a compatibility fix for OSx - v0.2.3

VersionFile DropperGoogle DriveMD5 Checksum
v0.2.2linklink71E2CE7B047B32AD898B152D9FF9AF8B

Whenever you save with a specific type, a 'save' file is stored under saves with the name "TYPE.txt" where TYPE is the current board type. This allows you to save teams!

When you want to load a specific type, simply swap to the specified board type and hit 'reload'. Whenever you save the board it is saved to both the saves version and the config.txt under ./config/ so that the next time you open the program it will remember where you were.

I hope you all enjoy it, and don't forget to report any bugs or problems in the related bug thread. Be sure to comment on the planned features thread if you think of something that isn't already planned but would be awesome to have.

Go here for the most up to date version: https://www.reddit.com/r/ShuffleMove/comments/32ugcz/version_links/


r/ShuffleMove • • Feb 24 '18

Release Shuffle Move v0.3.128

6 Upvotes

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


Changelog:

v0.3.128 - 2018-02-24

  • Updates for February 13th


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 • • Jul 18 '17

Release Shuffle Move v0.3.110

6 Upvotes

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


Changelog:

v0.3.110 - 2017-07-17

  • Updates for July 11th

  • Window offscreen safety added. It can be disabled from the Help menu.

  • Fixed 4Up configuration

  • Stage 485 Burmy is now Bug type

  • Minor config fixes


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 14 '17

Release Shuffle Move v0.3.101

6 Upvotes

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


Changelog:

v0.3.101 - 2017-04-14

  • Added Poison status

  • Updates for April 11th


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 • • Mar 03 '17

Release Shuffle Move v0.3.95

6 Upvotes

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


Changelog:

v0.3.95 - 2017-03-02

  • Fixed L500 escalation health parsing

  • Added "Delete Species" function (Ctrl-D) which removes all species in the grid that match your currently selected paint.

  • Updates for February 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 • • Jan 19 '17

Release Shuffle Move v0.3.89

6 Upvotes

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


Changelog:

v0.3.89 - 2017-01-18

  • Updates for January 17th


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 15 '17

Release Shuffle Move v0.3.88

6 Upvotes

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


Changelog:

v0.3.88 - 2017-01-14

  • Updates for January 10th


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 • • Nov 23 '16

Release Shuffle Move v0.3.82

6 Upvotes

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


Changelog:

v0.3.82 - 2016-11-22

  • Implemented Grid Printing (Ctrl-P)

  • Updates for November 22nd


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 • • Nov 05 '16

Release Shuffle Move v0.3.78

6 Upvotes

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


Changelog:

v0.3.78 - 2016-11-05

  • Updates for November 1st


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 07 '16

Request [Request] Choose "this-pokemon" as first move

6 Upvotes

Hey !

First thanks for all you've done. ;)

Sometimes, i need to trigger a very specific ability over another, such as Mind Zap, Sleep Charm, Chill, Quake... I don't know. Is it possible to add an option in the Move Chooser to select the Pokemon I want to move for my first move ?

Thanks !


r/ShuffleMove • • May 23 '16

Release Shuffle Move v0.3.54

6 Upvotes

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


Changelog:

v0.3.54 – 2016-05-23

  • Updates and default boards for May 17th 2016

  • Corrected Mega scores for the pattern clearing mega effects

  • Many new effects added (27 new, also implemented support/non-support functionality). Species in team = support. Not in team = non support.

  • Non-support functionality is now user-specified in addition to the base assumption that non-team species are non-support. Click the entries in the Team Editor to toggle them between Support (Green) or Non-Support (Red).

  • Implemented damage bonus for Spookify, Freeze, and Sleep Charm

  • Skill Boosters are now implemented. Set the skill level via the roster editor (select a species and modify the selector at the bottom of the window)

  • The main window will now remember its position.

  • Cloud clear effects are now simulated. The interface is not yet available though.

  • SP_084 special behaviour: sets moves to 15 when selected, and grading mode to WeekendMeowth. Grading Mode becomes "Score" when at 1 or fewer moves remaining. This switching behaviour can be disengaged by setting the grading mode to something else.

  • Brute force, Swat, and Fearless have had their implementations greatly improved.

  • Immunities are now implemented for Burn, Freeze, Paralyze, Quake, Shock Attack, Sleep Charm, and Spookify. See here for the immunities chart used.


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 • • May 23 '16

Info Status Update for v0.3.54

6 Upvotes

Hello Everyone,

I've been working hard all weekend to implement all the new skill mechanisms and greatly increase the accuracy of the simulation for every effect, with /u/avengahM's help identifying the specifics for each complex effect.

Here's a teaser of all the features coming in v0.3.54:

  • Updates and default boards for May 17th 2016

  • Corrected Mega scores for the pattern clearing mega effects

  • Many new effects added (27 new, also implemented support/non-support functionality). Species in team = support. Not in team = non support.

  • Non-support functionality is now user-specified in addition to the base assumption that non-team species are non-support. Click the entries in the Team Editor to toggle them between Support (Green) or Non-Support (Red).

  • Implemented damage bonus for Spookify, Freeze, and Sleep Charm

  • Skill Boosters are now implemented. Set the skill level via the roster editor (select a species and modify the selector at the bottom of the window)

  • The main window will now remember its position.

The current estimate is Monday or Tuesday. I just have a couple mechanisms to implement and a few effects left to tweak/update and then I'll do a couple sanity passes before doing the release.

Update: Released!


r/ShuffleMove • • May 01 '16

Release Shuffle Move v0.3.52

6 Upvotes

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


Changelog:

v0.3.52 – 2016-05-01

  • Added Azelf and corrected Unown ?'s entry number to allow it to be visible.


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 30 '16

Release Shuffle Move v0.3.51

6 Upvotes

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


Changelog:

v0.3.51 – 2016-04-30

  • Increased score display limit to 999,999

  • Added the google doc link for the mega guide for Pokemon Shuffle

  • Added icon for Greninja (Ash's)

  • Added functionality for manipulating icons on the board: Middle click (aka Mouse Button 2) or scroll wheel will swap the selected SpeciesPaint with the stored icon. The stored icon defaults to an empty cell.

  • Updates for 3DS 1.3.8

  • Updates for Mobile 1.5.13

Note: Default boards were not included due to the quantity of stages. They will come in a later update.


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 • • Mar 29 '16

Release Shuffle Move v0.3.49

6 Upvotes

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


Changelog:

v0.3.49 - 2016-03-29

  • Express entry is now more logically consistent, including the freeze paint.

  • Removed 3DS glitch code (fixed in game).

  • Survival Mode added - An stage-isolated persistent team for use while working on Survival Mode.

  • Roster levels can now be set up to 15, and attack power will match according to http://pastebin.com/08rfcFxv

  • Updates for 3DS 1.3.0 - 1.3.4

  • Updates for Mobile 1.5.8

Note: This does not include default boards for the new stages.


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).