- The AI could've gotten a kill here if it attached the energy to Seaking and attacked, but since it seems to do its "attach energies if possible" step before "evolve Pokemon if possible" step, it gave the energy to Bulbasaur instead.
![[PokeCommunity.com] I'm programming the Pokémon TCG base set [PokeCommunity.com] I'm programming the Pokémon TCG base set](https://data.pokecommunity.com/attachments/76/76346-1bbff9d34e6bc025c85bf50ffb798d35.jpg)
I remember a similar AI quirk happening in the last version of the game.
- On a related note, when the AI first evolves Gloom into Vileplume it won't use heal until the next turn after. I guess it does its "use abilities if possible" step before its "evolve if possible" step as well!
- At some point the game had stopped accepting inputs from my keyboard, something that I didn't notice until I tried to rename a deck I had cleared out. No idea when it happened or how, but it's worth noting that it did. It was fixed by reloading the page.
- Dark Wartortle's doubleslap has a cost of 2 energy when it should be just 1. Similarly, his big brother has a cost of 3 instead of 2 for Hydrocannon, although it still calculates its "extra damage" normally. So you do 50 damage with the "minimum" amount, and it caps at 70 like it's supposed to.
- Dark Golduck has a retreat cost of 1 instead of 2.
- Vending Omanyte's Fossil Guidance softlocks the game whether you get a heads or tails. In the case of the heads, you get stuck infinitely drawing fossils out of the deck, and in the case of tails you get stuck waiting for the game to end the effect.
- Fossil Zapdos has the wrong icon in the "deck" tab of the editor, it uses Fossil Raichu's. There is also sometimes a very minor visual error in that list where when you add or remove cards, other cards in the list have their orders flipped around.
- Gameboy Marowak's Bone Attack doesn't have it's "Leer" effect, it just does 10 damage and nothing else. And yes, Wail has the same bug as all the other bench summoning moves. So does Jungle Marowak's Call for Friend.
- Vending Magnemite's Magnetic Call softlocks the game in a similar manner to Vending Omanyte's. Also the game log calls it "Radio Static" for some reason.
- Remember that old bug where the game log would say "player uses Moltres' wildfire" once for each card milled? Yeah that's back. It's only a log bug though, in the actual game it seems to work as intended.
- I don't know if PokemonAaah.com is the one who did this translation, but whoever did made a little oopsie:
![[PokeCommunity.com] I'm programming the Pokémon TCG base set [PokeCommunity.com] I'm programming the Pokémon TCG base set](https://data.pokecommunity.com/attachments/76/76350-ae24500f8aa8c52e07db8172269eda44.jpg)
They forgot "if heads". So if you really want to take the card literally, then you flip a coin that does absolutely nothing and deal 50 damage regardless of if it's heads or tails lol.
- The little status icon for Dark Wartortle's Mirror Shell stays there forever, although the actual effect lasts 1 turn like it's supposed to. Also, the damage it deals to the attacker ignores the defender trainer card, which I don't think it's supposed to do.
- There was one time where when I tried to start a duel with Kim (the girl in front of the club with the fire/fighting deck), the game stopped in between one of her dialogue lines and I couldn't do anything until I refreshed the page. I think it was when I said "yes" to her challenge? I don't remember exactly.
- Promo Pikachu 2's recharge still doesn't let you take an electric energy out of the deck, and just forces you to cancel and waste your turn.
- Promo Magikarp's Dragon Rage crashes the game.
- Rocket Mankey's Mischief doesn't end your turn, allowing you to use it and then a second attack. Or shuffle your opponent's deck an infinite amount of times, if that's more your style.
- Some minor textbox oddities:
![[PokeCommunity.com] I'm programming the Pokémon TCG base set [PokeCommunity.com] I'm programming the Pokémon TCG base set](https://data.pokecommunity.com/attachments/76/76354-d97f798c42b1af9f8bb1fc5c679c1a68.jpg)
![[PokeCommunity.com] I'm programming the Pokémon TCG base set [PokeCommunity.com] I'm programming the Pokémon TCG base set](https://data.pokecommunity.com/attachments/76/76355-94623f4d0ea83f88758c50affb6fb85e.jpg)
- Tentacool's cowardice shuffles the deck for some reason.
- Electrode's Chain Lightning is acting naughty again. Now, for every matching Pokemon on the opponent's bench it deals an extra 10 damage to the defending Pokemon, and for every matching 'mon on your bench it deals the damage to Electrode himself.
- Dark Golduck's Third Eye says "draw up to 3 cards", implying you have the choice to draw 1 or 2 instead. Currently the game just makes you draw all 3.
- Similarly, Vending Vulpix's Foxfire says you "may" switch the opponent's Pokemon, implying you have the option not to, but the game forces you to.
- When you use an attack, there's a window of time you can still click "end turn" and things get a little crazy when you do. In the same vein, when you switch your Pokemon you can click "confirm" again mid-animation for some weird shenanigans.
- The tooltip for the defender's on-board icon says it reduces damage by 10 instead of 20.
![[PokeCommunity.com] I'm programming the Pokémon TCG base set [PokeCommunity.com] I'm programming the Pokémon TCG base set](https://data.pokecommunity.com/attachments/76/76360-0f16e8d2fe7297b4498e4910868d32a0.jpg)
actually, it says "10s". Don't know why there's an "s" there.
- There was a crash when dueling Trey (the guy who blocks the club entrance). Granted, it was a rather extreme case where I knocked out a bunch of Pokemon on both sides of the field with selfdestruct. I think it had something to do with the AI having to draw multiple prize cards?
![[PokeCommunity.com] I'm programming the Pokémon TCG base set [PokeCommunity.com] I'm programming the Pokémon TCG base set](https://data.pokecommunity.com/attachments/76/76361-8dec0344cb1629339dd23d618513e104.jpg)
After all, you can see the log reporting Trey picking up his prize cards twice.
- Vending Charmander's growl reduces damage after applying weakness and resistance, when it's supposed to be before. You probably copied the code from cards with similar effects, not realizing that this one's an exception.
- Vending Dewgong's Aurora Wave does 20 instead of 30.
- Vending Diglett's Trip Over doesn't flip a coin and just does 30 damage automatically. Also in the deck list it's called "Promo" instead of "Vending".
- Vending Hitmonchan's Mach Punch doesn't flip a coin and hits a benched Pokemon automatically.
- Vending Krabby's Bubble doesn't attempt a paralysis.
- Vending Shellder's Water Spout caps at 30 damage instead of 40.
- Vending Voltorb's retreat cost is 1 when it should be 0.
- Vending Squirtle's Aqua Power just does 10 damage. It seems you accidentally put the same code as Pound there.
- And finally, to contradict what I said earlier about the AI being too trigger happy with switching when it's close to losing, here we see it refusing to switch at all when it's on the brink of losing! I even passed my turn a couple times to see if it ever would, and it didn't!