- When the AI uses Pokemon Breeder, it can evolve multiple Pokemon at once. It also doesn't consume the evolution cards in its hand. So for example, let's say it has 3 Charmanders and a Squirtle on the field, and a Charizard and Blastoise card in hand. With Breeder, it turns all those Charmanders into Charizards at once, AND the Squirtle into Blastoise, and still has both Charizard and Blastoise in its hand afterward. None of this applies to the player, it works as intended when I use it. As a side note, when testing this bug I noticed that the AI was refusing to use Charizard's Fire Spin. It might be an effect of this bug, or it just might be that the AI can't/won't use that attack in general.
- If Mew uses devolution beam on a Pokemon evovled using Breeder, there will just be an infinite number of identical evolution cards underneath the current one. Devolution Spray works as intended though, and just to be clear this bug happens whether it's me or the AI that used the Breeder.
- Speaking of Devolution Spray, there's a bug where if you click on a basic Pokemon with it, the "confirm" button lights up. Clicking it won't do anything in the moment, but trying select and confirm an actually evolved Pokemon afterwards won't work anymore. You'll have to cancel and use it again.
- I've noticed this long ago but never brought it up for some reason: The AI will never make use of moves with an "attach more energies to do more damage" effect like Blasoise's hydro pump. Now, I'm sure that making the AI always go for it will lead to some very stupid plays. Maybe put a clause in the code that if it can see that it'll get a kill from attaching one more energy, it'll do so instead of giving it to some other Pokemon.
- As expected, Gameboy Jigglypuff's Friendship Song has the same bug as all the other bench summoning moves.
- Dark Hypno's bench manipulation applies weakness and resistance, which the card's text says not to.
- Both of Vending Haunter's moves are bugged. Poltergeist leaves the enemy's hand revealed for the rest of the game, or at least until some effect un-reveals it. Bad dreams, instead of flipping a coin, just hits a second time for 20 more damage.
- Vending Alakazam also has both his moves bugged. Psycho Panic hits twice, and only the second hit applies the whole "double base damage if the target is psychic type" effect. Trance Damage seems to mostly work fine, except it doesn't end your turn.
- The damage inflicted by Digger doesn't update on the board. It does still appear on the "expanded view" you get when you click on a card, though.
- Speaking of that expanded view, there's a minor bug with gust of wind where the newly-switched in Pokemon with appear to have all the same energies as the switched out one. It doesn't actually have those energies, and updating the expanded view by clicking off the card and on again fixes it.
- Dark Dragonair's evolutionary light is not once per turn. Neither is promo Dragonite's special delivery, and Fossil Dragonite's Step in just doesn't seem to work at all.
- For some reason Clefairy, Clefable, Jigglypuff and Wigglytuff are out of Pokedex order in the deck editor. Clefable comes first, then Jigglypuff, then Clefairy, then Wigglytuff.
- I did a number of duels against Kyle (the guy in the club entrance room with the starter deck) and discovered he can sometimes crash the game too.
- Sometimes, when I concede against Jess (the girl next to the entrance of the main club room, with the "after dark" deck), the game softlocks after her dialogue ends.
- Gameboy Mew's mystery attack requires 1 energy instead of 2, and using it causes that bugged state where it's both your turn and the opponent's at the same time. Also worth noting that I've used it quite a lot of times and never got any more than 10 damage, there might be a bug there too. Otherwise I'm just VERY unlucky.
- If Gameboy Pidgeot's Gale knocks out the opponent, the self-switch doesn't happen. If it doesn't, then the OPPONENT's switch doesn't happen, and your turn doesn't end.
- Max Revive, instead of requiring you to discard 2 energies, instead flips a coin and allows you to revive a Pokemon on a heads. To make matters worse, the revived Pokemon is at half health! It's just a regular revive but worse! And to add insult to injury, the game softlocks on a tails.
- Minor quirk with the "show opponent's hand" debug option: If an effect causes the hand to be revealed and then re-hidden, like the Lass card, it'll stay hidden. You'll have to go back into debug, un-select "show opponent's hand", and re-select it.
- Mirror move still does the result of the opponent's last attack, whether or not it was actually on Spearow. Also I noticed it doesn't copy the self-healing properties of moves like leech seed. Should it? I dunno, the card's wording is pretty vague.
- Pokemon retransfer works on any type of card, it's just Recycle without the coin flip.
- Remember that bug with promo Pikachu and its recharge move? Same exact thing happens with Rocket Slowpoke's afternoon nap.
- Strange audio quirk with the club's main room: If you play a duel in there, go outside, then open and close the pause menu, the music will suddenly get substantially louder. It'll reduce back to its normal volume when you go to any other room, until you re-open and close the pause menu at which point it'll jump up in volume again. Playing a duel in any other room will return the game's audio to its normal state.
- Slowbro's strange behavior will deal 20 damage to him if the Pokemon he's healing is psychic type. In other words, the game's applying weakness and resistance to this ability. If only he had a resistance, he'd be able to heal Pokemon of that type infinitely with this bug...
- The AI doesn't know how to use base set Alakazam's damage swap. Instead of just not using it like usual, it gets caught in some sort of logic loop that causes my computer to go into overdrive for a couple minutes before eventually giving me a "page not responding" message.
- Also, while testing this I had encountered a bug at one point when the AI used a computer search and it stayed on the board permanently.
![[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/78/78284-8658f88fd0f33a0c8f2825a64fa42a9b.jpg)
This happened before it got stuck on trying to use damage swap, just to be clear. I took the screenshot after it got stuck. Unfortunately I forgot to include the log in said screenshot.
- Super energy retrieval uses the image of super energy removal instead. When used, it'll let you pick energies in the discard pile as intended, but when you click "confirm" nothing will happen, forcing you to cancel. It's also called "super energy retrieval (1181)" for some reason.
- When Dark Haunter uses disgust and gets a heads, the game will always say the opponent has no trainer cards in his/her hand, even when he/she does.
- Speaking of Dark Haunter, remember the bug I mentioned last post where a couple cards would only let me add 3 to the deck? Well it happed in reverse with Dark Haunter, the game let me add 5. Like with before, closing and re-opening the deck editor fixed it.
- Vending Dodrio has a retreat cost of 1 instead of 0, and it accidentally has the same retreat aid ability as its Jungle counterpart. Wait a minute, that means its retreat cost is actually 2!
- If Vending Hypno uses Mind Shock through a Clefairy Doll, your turn doesn't end. It's also worth noting that if you do enough damage this way to knock out the opponent, they won't actually die until you end the turn.
-Speaking of Clefairy Doll, it and Mysterious Fossil's protection against status effects have a couple issues. When Vileplume uses petal dance on one, the code protecting the doll/fossil from confusion accidentally applies to the Vileplume, meaning it won't get confused. Similarly, when Jungle Gloom uses foul odor neither he nor the doll/fossil gets confused. I don't know how many other moves that inflict self-statuses also have this glitch, maybe all of them. But wait, we're not done yet. Imakuni? is so powerful that he bypasses the code entirely and will confuse the doll/fossil anyway! It may not seem like a big deal, since they can't retreat or attack anyway, but since the "discard this card" option is counted in the code as an ability, it's disabled by confusion. This is Imakuni?'s revenge for you not playing him as a basic Pokemon!
- Vending Mewtwo 2, the one with complete recovery and psycho blast, has a retreat cost of 3 instead of 2.
- Vending Pidgey has 50 hp instead of 40.
- Vending Wigglytuff's helping hand softlocks the game, whether it's a heads or a tails.
- When the AI uses Vending Abra's psychic beam, it doesn't choose a target and just ends its turn.
- When you use a computer search, choose 2 cards to discard, and look into the deck, you're able to click "cancel" which wastes all 3 cards accomplishing nothing. I guess this isn't really a bug; of course you can't just refund the cards if the player cancels, otherwise you'd just be looking into your deck for free. I'm sure disabling the cancel button here will cause other problems, particularly if there's no cards left in the deck... I dunno it just seems wrong, it's easy for players to accidentally click "cancel" when they meant to click confirm.