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Log

The model's log as the tooling published it. The tooling removed what it recognises as private, such as images, the model's thinking, e-mail addresses and paths in a user's home folder. The full list is in the specification. Everything else the model read or wrote is here as it was.

26 messages119 tool calls619 harness eventsThe times on the left are real time since the recording of the run began. If the run was resumed, the clock jumps ahead at that point, because it keeps counting while the run is stopped.
Start
Recording started (obs)
Game ready, seed 23M
Run started · claude-opus-5-5 on claude-code
proof.ticket
ticket
73d27691a389e4ccfb854b21c0c1b5b5
account
yes
segment
1
issued_at
2026-10-03T18:39:11.988Z
Prompt
You are playing Slay the Spire as the IRONCLAD at ascension 0; the run has been started. Read sts_documentation, then play until the Act 1 boss is defeated. Do not look up information about the game online.
slay_the_spire_documentation
no arguments
# Slay the Spire API 3 122 characters
# Slay the Spire API `sts` is in scope in `sts_exec`. Slay the Spire is turn-based and waits for you: nothing happens between your commands. Every call returns the full game state after the game settled. ## State `await sts.state()` (alias `sts.observe()`) returns `{ available_commands, ready_for_command, in_game, game_state }`. `game_state` has `screen_type`, one of `EVENT`, `CHEST`, `SHOP_ROOM`, `REST`, `CARD_REWARD`, `COMBAT_REWARD`, `MAP`, `BOSS_REWARD`, `SHOP_SCREEN`, `GRID`, `HAND_SELECT`, `GAME_OVER`, `COMPLETE`, `NONE` (`NONE` during a fight: the combat itself is in `combat_state`), `screen_state` (the choices and details of that screen), `room_phase` (`COMBAT`, `EVENT`, `COMPLETE`, `INCOMPLETE`), `floor`, `act`, `act_boss`, `current_hp`, `max_hp`, `gold`, `deck`, `relics`, `potions`, `map`, `choice_list` and, in combat, `combat_state` with `hand`, `draw_pile`, `discard_pile`, `exhaust_pile`, `player` (`energy`, `block`, `powers`), `monsters` (`current_hp`, `block`, `intent`, `move_adjusted_damage`, `move_hits`, `powers`) and `turn`. `available_commands` lists what you may do right now. ## Commands - `await sts.play(cardIndex, targetIndex?)`: play the card at `cardIndex` (1-based, as in the hand) on monster `targetIndex` (0-based) when the card needs a target. - `await sts.end()`: end the turn. - `await sts.potion("use" | "discard", slot, targetIndex?)`. - `await sts.choose(indexOrName)`: pick from `choice_list` (0-based index or the choice's name) on map, reward, event, shop, rest and card screens. - `await sts.proceed()` / `await sts.confirm()`: the right-hand button (continue, confirm). - `await sts.cancel()` / `await sts.skip()` / `await sts.leave()` / `await sts.back()`: the left-hand button. - `await sts.key("Confirm" | "Cancel" | "Map" | "Deck" | "Draw_Pile" | "Discard_Pile" | "Exhaust_Pile" | "End_Turn" | "Up" | "Down" | "Left" | "Right" | "Drop_Card" | "Card_1".."Card_10")`: presses that key. - `await sts.click(x, y, "left" | "right")`: a mouse click at (x, y) in the game's own 1920x1080 space ((0,0) is the top left corner, (1920,1080) the bottom right, whatever the window resolution). It also moves the cursor. Everything on a screen is reachable with `choose`, `proceed` and `cancel`; a click is for what those do not offer. - `await sts.wait(frames)`: let the game run for that number of frames, or until the game state changes, whichever comes first. - `await sts.command("PLAY 1 0")`: any raw Communication Mod command. - `await sts.screenshot()`: the game window as an image (the state is the ground truth; the picture is for orientation). - `await sts.restart()`: only after a death (`screen_type` `GAME_OVER` without victory): a new run with the same seed (same map, encounters and rewards). Every other command is refused until you restart. `sts.choose()` refuses to enter the Secret Portal event (act 3): only "leave" is accepted there. Commands that are not in `available_commands` are rejected with an error; read the state first. The run has already been started for you (character, ascension and seed are fixed); do not start a new one yourself.
slay_the_spire_exec
const s=await sts.state();const g=s.game_state;return {cmd:s.available_commands,screen:g.screen_type,ss:g.screen_state,choices:g.choice_list,hp:g.current_hp,relics:g.relics.map(r=>r.name),boss:g.act_boss,deck:g.deck.map(c=>c.name)}
What came back 598 characters
cmd
choosekeyclickwaitstate
screen
EVENT
ss
event_id
Neow Event
body_text
empty
options
1 items
1
4 fields
choice_index
0
disabled
no
text
[Talk]
label
Talk
event_name
Neow
choices
talk
hp
80
relics
Burning Blood
boss
The Guardian
deck
StrikeStrikeStrikeStrikeStrikeDefendDefendDefendDefendBash
Floor 0
slay_the_spire_exec2 inputs played · 00:00:00.0 in-game
const s=await sts.choose(0);return s.game_state.screen_state.options
Inputs played
Played CHOOSE 0
Played CHOOSE 0 00:00:00.0 in-game
What came back 712 characters
1
choice_index
0
disabled
no
text
[ Obtain a random rare Card ]
label
Obtain a random rare Card
2
choice_index
1
disabled
no
text
[ Enemies in your next three combats have 1 HP ]
label
Enemies in your next three combats have 1 HP
3
choice_index
2
disabled
no
text
[ Take 24 damage Choose a rare colorless Card to obtain ]
label
Take 24 damage Choose a rare colorless Card to obtain
4
choice_index
3
disabled
no
text
[ Lose your starting Relic Obtain a random boss Relic ]
label
Lose your starting Relic Obtain a random boss Relic
slay_the_spire_exec2 inputs played · 00:00:00.6 in-game
let s=await sts.choose(1);s=await sts.state();return [s.available_commands,s.game_state.screen_state,s.game_state.choice_list]
Inputs played
Played CHOOSE 1
Played CHOOSE 1 00:00:00.6 in-game
1 choosekeyclickwaitstate
2
event_id
Neow Event
body_text
empty
options
1 items
1
4 fields
choice_index
0
disabled
no
text
[Leave]
label
Leave
event_name
Neow
3 leave
slay_the_spire_exec2 inputs played · 00:00:00.0 in-game
let s=await sts.choose(0);const g=s.game_state;return [g.screen_type,g.choice_list,JSON.stringify(g.map.map(n=>[n.x,n.y,n.symbol,(n.children||[]).map(c=>c.x+','+c.y).join(' ')]))]
Inputs played
Played CHOOSE 0
Played CHOOSE 0 00:00:00.0 in-game
What came back 1 315 characters
1 MAP
2 x=0x=1x=5
3
58 items
1 00M0,1
2 10M1,1
3 50M6,1
4 01M0,2 1,2
5 11?1,2
6 61$5,2
7 02M0,3 1,3
8 12?1,3 2,3
9 52M6,3
10 03M0,4
11 13$0,4 2,4
12 23M3,4
13 63M6,4
14 04M0,5
15 24?1,5
16 34M4,5
17 64M6,5
18 05E0,6
19 15R1,6
20 45R4,6
21 65R6,6
22 06R0,7
23 16E0,7
24 46M4,7
25 66?5,7
26 07M0,8 1,8
27 47M5,8
28 57?6,8
29 08T0,9 1,9
30 18T2,9
31 58T4,9
32 68T5,9
33 09M0,10
34 19$0,10
35 29M2,10
36 49M4,10
37 59R4,10
38 010M1,11
39 210?2,11 3,11
40 410M3,11 4,11
41 111?0,12 2,12
42 211E2,12
43 311M3,12 4,12
44 411E5,12
45 012?1,13
46 212M2,13 3,13
47 312?3,13
48 412M4,13
49 512?5,13
50 113?0,14
51 213?2,14
52 313M2,14
53 413M3,14
54 513M6,14
55 014R3,16
56 214R3,16
57 314R3,16
58 614R3,16
Model
Neow-keuze gedaan (vijanden 1 HP in de eerste drie gevechten); ik kies nu de route en ga het eerste gevecht in.
slay_the_spire_exec2 inputs played · 00:00:01.7 in-game
let s=await sts.choose(0);const g=s.game_state;return [g.screen_type,g.combat_state&&{hand:g.combat_state.hand.map(c=>c.name),m:g.combat_state.monsters.map(m=>[m.name,m.current_hp,m.intent])}]
Inputs played
Played CHOOSE 0
Played CHOOSE 0 00:00:01.7 in-game
1 NONE
2
hand
DefendStrikeStrikeStrikeDefend
m
2 items
1 Spike Slime (S)1DEBUG
2 Acid Slime (M)1DEBUG
Floor 1
Model
Let me write a helper for combat state.
slay_the_spire_exec4 inputs played · 00:00:01.7 in-game
await sts.play(2,0);let s=await sts.play(2,1);const g=s.game_state;return [g.screen_type,g.screen_state,g.choice_list]
Inputs played
Played PLAY 2 0
Played PLAY 2 0 00:00:00.3 in-game
Played PLAY 2 1
Played PLAY 2 1 00:00:01.4 in-game
1 COMBAT_REWARD
2
rewards
2 items
1
2 fields
gold
15
reward_type
GOLD
2
1 fields
reward_type
CARD
3 goldcard
slay_the_spire_exec4 inputs played · 00:00:00.0 in-game
await sts.choose(0);let s=await sts.choose(0);const g=s.game_state;return [g.screen_type,g.screen_state.cards?.map(c=>c.name),g.choice_list]
Inputs played
Played CHOOSE 0
Played CHOOSE 0 00:00:00.0 in-game
Played CHOOSE 0
Played CHOOSE 0 00:00:00.0 in-game
1 CARD_REWARD
2 ClashShrug It OffThunderclap
3 clashshrug it offthunderclap
slay_the_spire_exec2 inputs played · 00:00:00.0 in-game
let s=await sts.choose("shrug it off");s=await sts.state();const g=s.game_state;return [g.screen_type,s.available_commands,g.choice_list]
Inputs played
Played CHOOSE shrug it off
Played CHOOSE shrug it off 00:00:00.0 in-game
1 COMBAT_REWARD
2 proceedkeyclickwaitstate
3 none
slay_the_spire_exec4 inputs played · 00:00:02.0 in-game
await sts.proceed();let s=await sts.choose(0);const g=s.game_state;return [g.screen_type,g.floor,g.combat_state&&{hand:g.combat_state.hand.map(c=>c.name),m:g.combat_state.monsters.map(m=>[m.name,m.current_hp])}]
Inputs played
Played PROCEED
Played PROCEED 00:00:00.0 in-game
Played CHOOSE 0
Played CHOOSE 0 00:00:01.9 in-game
1 NONE
2 2
3
hand
DefendDefendStrikeDefendStrike
m
2 items
1 Louse1
2 Louse1
Floor 2
slay_the_spire_exec4 inputs played · 00:00:00.3 in-game
await sts.play(3,0);let s=await sts.play(4,0);const g=s.game_state;return [g.screen_type,g.combat_state&&{hand:g.combat_state.hand.map(c=>c.name),m:g.combat_state.monsters.map(m=>[m.name,m.current_hp])}]
Inputs played
Played PLAY 3 0
Played PLAY 3 0 00:00:00.3 in-game
Played PLAY 4 0
Played PLAY 4 0 00:00:00.0 in-game
Error: Slay the Spire refused "PLAY 4 0": Selected card cannot be played with the selected target.
slay_the_spire_exec
let s=await sts.state();const g=s.game_state;return [g.screen_type,g.combat_state&&{hand:g.combat_state.hand.map(c=>c.name),m:g.combat_state.monsters.map(m=>[m.name,m.current_hp,m.is_gone])}]
Error: Cannot read properties of undefined (reading 'screen_type')
Model
Tweede gevecht (twee Louses) bezig; ik wacht even tot de state weer klaar is.
slay_the_spire_exec2 inputs played · 00:00:00.4 in-game
let s=await sts.wait(30);s=await sts.state();const g=s.game_state;return [s.available_commands,g?.screen_type,g?.combat_state&&{hand:g.combat_state.hand.map(c=>c.name),m:g.combat_state.monsters.map(m=>[m.name,m.current_hp,m.is_gone])}]
Inputs played
Played WAIT 30
Played WAIT 30 00:00:00.4 in-game
1 playendkeyclickwaitstate
2 NONE
3
hand
DefendDefendDefendStrike
m
2 items
1 Louse0yes
2 Louse1no
slay_the_spire_exec4 inputs played · 00:00:01.8 in-game
await sts.play(4,1);await sts.wait(30);let s=await sts.state();const g=s.game_state;return [g.screen_type,g.screen_state]
Inputs played
Played PLAY 4 1
Played PLAY 4 1 00:00:01.4 in-game
Played WAIT 30
Played WAIT 30 00:00:00.4 in-game
What came back 410 characters
1 COMBAT_REWARD
2
rewards
3 items
1
2 fields
gold
14
reward_type
GOLD
2
2 fields
potion
5 fields
requires_target
no
can_use
no
can_discard
yes
name
Ancient Potion
id
Ancient Potion
reward_type
POTION
3
1 fields
reward_type
CARD
slay_the_spire_exec6 inputs played · 00:00:00.0 in-game
await sts.choose(0);await sts.choose(0);let s=await sts.choose(0);const g=s.game_state;return [g.screen_type,g.choice_list]
Inputs played
Played CHOOSE 0
Played CHOOSE 0 00:00:00.0 in-game
Played CHOOSE 0
Played CHOOSE 0 00:00:00.0 in-game
Played CHOOSE 0
Played CHOOSE 0 00:00:00.0 in-game
1 CARD_REWARD
2 body slamperfected strikesword boomerang
slay_the_spire_exec6 inputs played · 00:00:01.8 in-game
await sts.choose("perfected strike");await sts.proceed();let s=await sts.choose(0);const g=s.game_state;return [g.screen_type,g.floor,g.combat_state&&{hand:g.combat_state.hand.map(c=>c.name),m:g.combat_state.monsters.map(m=>[m.name,m.current_hp])}]
Inputs played
Played CHOOSE perfected strike
Played CHOOSE perfected strike 00:00:00.0 in-game
Played PROCEED
Played PROCEED 00:00:00.0 in-game
Played CHOOSE 0
Played CHOOSE 0 00:00:01.7 in-game
1 NONE
2 3
3
hand
Shrug It OffStrikeBashStrikeDefend
m
1 items
1 Cultist1
Floor 3
slay_the_spire_exec4 inputs played · 00:00:01.9 in-game
await sts.play(2,0);await sts.wait(30);let s=await sts.state();const g=s.game_state;return [g.screen_type,g.screen_state]
Inputs played
Played PLAY 2 0
Played PLAY 2 0 00:00:01.4 in-game
Played WAIT 30
Played WAIT 30 00:00:00.5 in-game
1 COMBAT_REWARD
2
rewards
2 items
1
2 fields
gold
13
reward_type
GOLD
2
1 fields
reward_type
CARD
slay_the_spire_exec4 inputs played · 00:00:00.0 in-game
await sts.choose(0);let s=await sts.choose(0);const g=s.game_state;return [g.screen_type,g.choice_list]
Inputs played
Played CHOOSE 0
Played CHOOSE 0 00:00:00.0 in-game
Played CHOOSE 0
Played CHOOSE 0 00:00:00.0 in-game
1 CARD_REWARD
2 evolvedual wieldhavoc
Model
Drie gratis gevechten gewonnen; nu kaartkeuze, daarna echte gevechten.
slay_the_spire_exec2 inputs played · 00:00:00.0 in-game
await sts.skip();let s=await sts.state();return [s.available_commands,s.game_state.screen_type]
Inputs played
Played SKIP
Played SKIP 00:00:00.0 in-game
1 choosepotionproceedkeyclickwaitstate
2 COMBAT_REWARD
Model
Now I'll write a reusable combat-state summarizer and go to the next fight.
slay_the_spire_exec4 inputs played · 00:00:01.8 in-game
await sts.proceed();let s=await sts.choose(0);const g=s.game_state;const c=g.combat_state;return [g.screen_type,g.floor,g.current_hp,c&&{e:c.player.energy,hand:c.hand.map(c=>c.name+'/'+c.cost),m:c.monsters.map(m=>[m.name,m.current_hp,m.block,m.intent,m.move_adjusted_damage,m.move_hits])}]
Inputs played
Played PROCEED
Played PROCEED 00:00:00.0 in-game
Played CHOOSE 0
Played CHOOSE 0 00:00:01.7 in-game
1 NONE
2 4
3 80
4
e
3
hand
Defend/1Bash/2Defend/1Defend/1Strike/1
m
2 items
1 Spike Slime (M)310DEBUG-11
2 Cultist490DEBUG-11
Floor 4
slay_the_spire_exec2 inputs played · 00:00:00.4 in-game
await sts.wait(30);let s=await sts.state();const g=s.game_state;const c=g.combat_state;return [c.monsters.map(m=>[m.name,m.current_hp,m.intent,m.move_adjusted_damage,m.move_hits])]
Inputs played
Played WAIT 30
Played WAIT 30 00:00:00.4 in-game
1
2 items
1 Spike Slime (M)31DEBUFF-11
2 Cultist49BUFF-11
slay_the_spire_exec8 inputs played · 00:00:04.7 in-game
await sts.play(2,1);await sts.play(4,1);let s=await sts.end();await sts.wait(30);s=await sts.state();const g=s.game_state;const c=g.combat_state;return [g.current_hp,c.player.energy,c.hand.map(c=>c.name),c.monsters.map(m=>[m.name,m.current_hp,m.intent,m.move_adjusted_damage,m.move_hits]),c.player.powers]
Inputs played
Played PLAY 2 1
Played PLAY 2 1 00:00:00.4 in-game
Played PLAY 4 1
Played PLAY 4 1 00:00:00.3 in-game
Played END
Played END 00:00:03.4 in-game
Played WAIT 30
Played WAIT 30 00:00:00.4 in-game
1 80
2 3
3 Shrug It OffPerfected StrikeStrikeStrikeStrike
4
2 items
1 Spike Slime (M)31ATTACK_DEBUFF81
2 Cultist32ATTACK61
5
1 items
1
4 fields
amount
1
just_applied
no
name
Frail
id
Frail
slay_the_spire_exec2 inputs played · 00:00:00.3 in-game
await sts.play(2,1);let s=await sts.state();const c=s.game_state.combat_state;return [c.hand.map(c=>c.name),c.monsters.map(m=>[m.name,m.current_hp,m.powers.map(p=>p.name+p.amount)])]
Inputs played
Played PLAY 2 1
Played PLAY 2 1 00:00:00.3 in-game
1 Shrug It OffStrikeStrikeStrike
2
2 items
1
3 items
1 Spike Slime (M)
2 31
3 none
2
3 items
1 Cultist
2 5
3 Vulnerable1Ritual3
slay_the_spire_exec8 inputs played · 00:00:05.0 in-game
await sts.play(2,1);await sts.wait(20);let s=await sts.end();await sts.wait(30);s=await sts.state();const g=s.game_state;const c=g.combat_state;return [g.current_hp,c.hand.map(c=>c.name),c.monsters.map(m=>[m.name,m.current_hp,m.intent,m.move_adjusted_damage,m.move_hits])]
Inputs played
Played PLAY 2 1
Played PLAY 2 1 00:00:00.3 in-game
Played WAIT 20
Played WAIT 20 00:00:00.3 in-game
Played END
Played END 00:00:03.8 in-game
Played WAIT 30
Played WAIT 30 00:00:00.4 in-game
1 72
2 DefendStrikeDefendStrikeDefend
3
2 items
1 Spike Slime (M)31DEBUFF-11
2 Cultist0ATTACK61
slay_the_spire_exec8 inputs played · 00:00:03.8 in-game
await sts.play(2,0);await sts.play(3,0);await sts.end();await sts.wait(30);let s=await sts.state();const g=s.game_state;const c=g.combat_state;return [g.current_hp,c.hand.map(c=>c.name),c.monsters.map(m=>[m.name,m.current_hp,m.intent,m.move_adjusted_damage,m.move_hits])]
Inputs played
Played PLAY 2 0
Played PLAY 2 0 00:00:00.3 in-game
Played PLAY 3 0
Played PLAY 3 0 00:00:00.3 in-game
Played END
Played END 00:00:02.6 in-game
Played WAIT 30
Played WAIT 30 00:00:00.5 in-game
1 72
2 StrikeSlimedBashStrikePerfected Strike
3
2 items
1 Spike Slime (M)19DEBUFF-11
2 Cultist0ATTACK61
Model
Cultist dood, nu de Spike Slime afmaken.
slay_the_spire_exec6 inputs played · 00:00:02.2 in-game
await sts.play(5,0);await sts.play(1,0);await sts.wait(30);let s=await sts.state();const g=s.game_state;return [g.screen_type,g.current_hp,g.combat_state?.monsters.map(m=>m.current_hp)]
Inputs played
Played PLAY 5 0
Played PLAY 5 0 00:00:00.3 in-game
Played PLAY 1 0
Played PLAY 1 0 00:00:01.3 in-game
Played WAIT 30
Played WAIT 30 00:00:00.4 in-game
COMBAT_REWARD78none
slay_the_spire_exec
let s=await sts.state();return s.game_state.screen_state
rewards
2 items
1
2 fields
gold
17
reward_type
GOLD
2
1 fields
reward_type
CARD
slay_the_spire_exec4 inputs played · 00:00:00.0 in-game
await sts.choose(0);let s=await sts.choose(0);return s.game_state.choice_list
Inputs played
Played CHOOSE 0
Played CHOOSE 0 00:00:00.0 in-game
Played CHOOSE 0
Played CHOOSE 0 00:00:00.0 in-game
shrug it offdual wieldrupture
slay_the_spire_exec8 inputs played · 00:00:02.5 in-game
await sts.choose(0);await sts.proceed();let s=await sts.choose(0);await sts.wait(30);s=await sts.state();const g=s.game_state;const c=g.combat_state;return [g.screen_type,g.floor,g.current_hp,c&&{hand:c.hand.map(c=>c.name),m:c.monsters.map(m=>[m.name,m.current_hp,m.intent,m.move_adjusted_damage,m.move_hits])}]
Inputs played
Played CHOOSE 0
Played CHOOSE 0 00:00:00.0 in-game
Played PROCEED
Played PROCEED 00:00:00.0 in-game
Played CHOOSE 0
Played CHOOSE 0 00:00:02.0 in-game
Played WAIT 30
Played WAIT 30 00:00:00.5 in-game
1 NONE
2 5
3 78
4
hand
BashDefendDefendStrikeDefend
m
3 items
1 Louse15BUFF-11
2 Louse13BUFF-11
3 Louse11ATTACK61
Floor 5
slay_the_spire_exec8 inputs played · 00:00:06.6 in-game
await sts.play(1,2);await sts.play(1);await sts.end();await sts.wait(30);let s=await sts.state();const g=s.game_state;const c=g.combat_state;return [g.current_hp,c.hand.map(c=>c.name),c.monsters.map(m=>[m.current_hp,m.block,m.intent,m.move_adjusted_damage,m.powers.map(p=>p.name+p.amount)])]
Inputs played
Played PLAY 1 2
Played PLAY 1 2 00:00:00.9 in-game
Played PLAY 1
Played PLAY 1 00:00:00.5 in-game
Played END
Played END 00:00:04.6 in-game
Played WAIT 30
Played WAIT 30 00:00:00.4 in-game
What came back 425 characters
1 77
2 Shrug It OffStrikeStrikeDefendShrug It Off
3
3 items
1
5 items
1 15
2 0
3 BUFF
4 -1
5 Curl Up7Strength3
2
5 items
1 13
2 0
3 ATTACK
4 8
5 Curl Up3Strength3
3
5 items
1 3
2 0
3 ATTACK
4 6
5 Vulnerable1
slay_the_spire_exec12 inputs played · 00:00:06.9 in-game
await sts.play(2,2);await sts.wait(10);let s=await sts.state();let c=s.game_state.combat_state;let i=c.hand.findIndex(x=>x.name=='Strike')+1;await sts.play(i,1);s=await sts.state();c=s.game_state.combat_state;i=c.hand.findIndex(x=>x.name=='Shrug It Off')+1;await sts.play(i);await sts.end();await sts.wait(30);s=await sts.state();const g=s.game_state;c=g.combat_state;return [g.current_hp,c.hand.map(c=>c.name),c.monsters.map(m=>[m.current_hp,m.block,m.intent,m.move_adjusted_damage,m.powers.map(p=>p.name+p.amount)])]
Inputs played
Played PLAY 2 2
Played PLAY 2 2 00:00:00.3 in-game
Played WAIT 10
Played WAIT 10 00:00:00.1 in-game
Played PLAY 2 1
Played PLAY 2 1 00:00:00.7 in-game
Played PLAY 1
Played PLAY 1 00:00:00.6 in-game
Played END
Played END 00:00:04.4 in-game
Played WAIT 30
Played WAIT 30 00:00:00.5 in-game
1 77
2 StrikeStrikePerfected StrikeStrikeStrike
3
3 items
1
5 items
1 15
2 0
3 ATTACK
4 12
5 Curl Up7Strength6
2
5 items
1 7
2 0
3 ATTACK
4 8
5 Strength3
3
5 items
1 0
2 0
3 ATTACK
4 6
5 none
Model
Louse-gevecht, beurt 3: Perfected Strike op de sterkste luis.
slay_the_spire_exec10 inputs played · 00:00:04.0 in-game
await sts.play(3,0);await sts.wait(10);await sts.play(1,1);await sts.end();await sts.wait(30);let s=await sts.state();const g=s.game_state;let c=g.combat_state;return [g.screen_type,g.current_hp,c?.hand.map(c=>c.name),c?.monsters.map(m=>[m.current_hp,m.block,m.intent,m.move_adjusted_damage])]
Inputs played
Played PLAY 3 0
Played PLAY 3 0 00:00:00.3 in-game
Played WAIT 10
Played WAIT 10 00:00:00.1 in-game
Played PLAY 1 1
Played PLAY 1 1 00:00:00.3 in-game
Played END
Played END 00:00:02.6 in-game
Played WAIT 30
Played WAIT 30 00:00:00.4 in-game
1 NONE
2 69
3 Shrug It OffDefendDefendDefendDefend
4
3 items
1 00ATTACK6
2 10BUFF-1
3 00ATTACK6
slay_the_spire_exec2 inputs played · 00:00:00.6 in-game
await sts.play(1);let s=await sts.state();return s.game_state.combat_state.hand.map(c=>c.name)
Inputs played
Played PLAY 1
Played PLAY 1 00:00:00.6 in-game
DefendDefendDefendDefendBash
slay_the_spire_exec4 inputs played · 00:00:04.0 in-game
await sts.end();await sts.wait(30);let s=await sts.state();const g=s.game_state;let c=g.combat_state;return [g.current_hp,c?.hand.map(c=>c.name),c?.monsters.map(m=>[m.current_hp,m.block,m.intent,m.move_adjusted_damage])]
Inputs played
Played END
Played END 00:00:03.5 in-game
Played WAIT 30
Played WAIT 30 00:00:00.5 in-game
1 69
2 StrikeShrug It OffDefendStrikeDefend
3
3 items
1 00ATTACK6
2 10ATTACK11
3 00ATTACK6
slay_the_spire_exec4 inputs played · 00:00:01.9 in-game
await sts.play(1,1);await sts.wait(30);let s=await sts.state();const g=s.game_state;return [g.screen_type,g.current_hp,g.screen_state]
Inputs played
Played PLAY 1 1
Played PLAY 1 1 00:00:01.4 in-game
Played WAIT 30
Played WAIT 30 00:00:00.4 in-game
What came back 417 characters
1 COMBAT_REWARD
2 75
3
rewards
3 items
1
2 fields
gold
12
reward_type
GOLD
2
2 fields
potion
5 fields
requires_target
no
can_use
no
can_discard
yes
name
Liquid Memories
id
LiquidMemories
reward_type
POTION
3
1 fields
reward_type
CARD
slay_the_spire_exec6 inputs played · 00:00:00.0 in-game
await sts.choose(0);await sts.choose(0);let s=await sts.choose(0);return s.game_state.choice_list
Inputs played
Played CHOOSE 0
Played CHOOSE 0 00:00:00.0 in-game
Played CHOOSE 0
Played CHOOSE 0 00:00:00.0 in-game
Played CHOOSE 0
Played CHOOSE 0 00:00:00.0 in-game
angerheadbutthavoc
slay_the_spire_exec4 inputs played · 00:00:00.0 in-game
await sts.choose("anger");await sts.proceed();let s=await sts.state();return [s.game_state.screen_type,s.game_state.choice_list,s.game_state.potions.map(p=>p.name)]
Inputs played
Played CHOOSE anger
Played CHOOSE anger 00:00:00.0 in-game
Played PROCEED
Played PROCEED 00:00:00.0 in-game
1 MAP
2 x=0
3 Ancient PotionLiquid MemoriesPotion Slot
slay_the_spire_exec4 inputs played · 00:00:02.5 in-game
await sts.choose(0);await sts.wait(30);let s=await sts.state();const g=s.game_state;let c=g.combat_state;return [g.floor,g.current_hp,c.hand.map(c=>c.name),c.monsters.map(m=>[m.name,m.current_hp,m.intent,m.move_adjusted_damage,m.move_hits,m.powers.map(p=>p.name+p.amount)])]
Inputs played
Played CHOOSE 0
Played CHOOSE 0 00:00:02.0 in-game
Played WAIT 30
Played WAIT 30 00:00:00.4 in-game
What came back 431 characters
1 6
2 75
3 StrikeAngerShrug It OffBashDefend
4
3 items
1
6 items
1 Sentry
2 41
3 DEBUFF
4 -1
5 1
6 Artifact1
2
6 items
1 Sentry
2 38
3 ATTACK
4 9
5 1
6 Artifact1
3
6 items
1 Sentry
2 40
3 DEBUFF
4 -1
5 1
6 Artifact1
Floor 6
Model
Elite: drie Sentries. Ik focus op de linker.
slay_the_spire_exec10 inputs played · 00:00:07.0 in-game
await sts.play(2,0);await sts.play(1,0);let s=await sts.state();let c=s.game_state.combat_state;await sts.play(c.hand.findIndex(x=>x.name=='Shrug It Off')+1);await sts.end();await sts.wait(30);s=await sts.state();const g=s.game_state;c=g.combat_state;return [g.current_hp,c.player.energy,c.hand.map(c=>c.name),c.monsters.map(m=>[m.current_hp,m.block,m.intent,m.move_adjusted_damage,m.move_hits])]
Inputs played
Played PLAY 2 0
Played PLAY 2 0 00:00:00.6 in-game
Played PLAY 1 0
Played PLAY 1 0 00:00:00.3 in-game
Played PLAY 1
Played PLAY 1 00:00:00.6 in-game
Played END
Played END 00:00:04.9 in-game
Played WAIT 30
Played WAIT 30 00:00:00.4 in-game
1 74
2 3
3 StrikeStrikeDefendShrug It OffStrike
4
3 items
1 290ATTACK91
2 380DEBUFF-11
3 400ATTACK91
slay_the_spire_exec2 inputs played · 00:00:00.6 in-game
await sts.play(4);let s=await sts.state();return s.game_state.combat_state.hand.map(c=>c.name)
Inputs played
Played PLAY 4
Played PLAY 4 00:00:00.6 in-game
StrikeStrikeDefendStrikePerfected Strike
slay_the_spire_exec6 inputs played · 00:00:07.2 in-game
await sts.play(5,0);await sts.end();await sts.wait(30);let s=await sts.state();const g=s.game_state;let c=g.combat_state;return [g.current_hp,c.hand.map(c=>c.name),c.monsters.map(m=>[m.current_hp,m.block,m.intent,m.move_adjusted_damage,m.move_hits])]
Inputs played
Played PLAY 5 0
Played PLAY 5 0 00:00:00.3 in-game
Played END
Played END 00:00:06.3 in-game
Played WAIT 30
Played WAIT 30 00:00:00.4 in-game
1 64
2 DefendStrikeShrug It OffDazedPerfected Strike
3
3 items
1 110DEBUFF-11
2 380ATTACK91
3 400DEBUFF-11
slay_the_spire_exec4 inputs played · 00:00:01.0 in-game
await sts.play(5,0);await sts.play(3);let s=await sts.state();return [s.game_state.combat_state.player.block,s.game_state.combat_state.hand.map(c=>c.name)]
Inputs played
Played PLAY 5 0
Played PLAY 5 0 00:00:00.3 in-game
Played PLAY 3
Played PLAY 3 00:00:00.6 in-game
1 8
2 DefendStrikeDazedDefend
slay_the_spire_exec4 inputs played · 00:00:04.7 in-game
await sts.end();await sts.wait(30);let s=await sts.state();const g=s.game_state;let c=g.combat_state;return [g.current_hp,c.hand.map(c=>c.name),c.monsters.map(m=>[m.current_hp,m.block,m.intent,m.move_adjusted_damage,m.move_hits])]
Inputs played
Played END
Played END 00:00:04.2 in-game
Played WAIT 30
Played WAIT 30 00:00:00.4 in-game
1 63
2 DefendDazedDazedAngerDefend
3
3 items
1 00DEBUFF-11
2 380DEBUFF-11
3 400ATTACK91
slay_the_spire_exec10 inputs played · 00:00:06.7 in-game
await sts.play(4,1);await sts.play(1);await sts.play(3);let s=await sts.state();let c=s.game_state.combat_state;let r=[c.hand.map(c=>c.name),c.player.energy];await sts.end();await sts.wait(30);s=await sts.state();const g=s.game_state;c=g.combat_state;return [r,g.current_hp,c.hand.map(c=>c.name),c.monsters.map(m=>[m.current_hp,m.block,m.intent,m.move_adjusted_damage,m.move_hits])]
Inputs played
Played PLAY 4 1
Played PLAY 4 1 00:00:00.6 in-game
Played PLAY 1
Played PLAY 1 00:00:00.5 in-game
Played PLAY 3
Played PLAY 3 00:00:00.5 in-game
Played END
Played END 00:00:04.5 in-game
Played WAIT 30
Played WAIT 30 00:00:00.5 in-game
1
2 items
1 DazedDazed
2 1
2 63
3 StrikeDazedDazedStrikeBash
4
3 items
1 00DEBUFF-11
2 320ATTACK91
3 400DEBUFF-11
Model
Eén Sentry dood; nu de middelste.
slay_the_spire_exec8 inputs played · 00:00:06.1 in-game
await sts.play(5,1);await sts.play(1,1);await sts.end();await sts.wait(30);let s=await sts.state();const g=s.game_state;let c=g.combat_state;return [g.current_hp,c.hand.map(c=>c.name),c.monsters.map(m=>[m.current_hp,m.block,m.intent,m.move_adjusted_damage,m.move_hits,m.powers.map(p=>p.name+p.amount)])]
Inputs played
Played PLAY 5 1
Played PLAY 5 1 00:00:00.9 in-game
Played PLAY 1 1
Played PLAY 1 1 00:00:00.3 in-game
Played END
Played END 00:00:04.3 in-game
Played WAIT 30
Played WAIT 30 00:00:00.4 in-game
1 54
2 StrikeAngerStrikeShrug It OffDazed
3
3 items
1
6 items
1 0
2 0
3 DEBUFF
4 -1
5 1
6 none
2
6 items
1 18
2 0
3 DEBUFF
4 -1
5 1
6 none
3
6 items
1 40
2 0
3 ATTACK
4 9
5 1
6 Artifact1
slay_the_spire_exec10 inputs played · 00:00:05.5 in-game
await sts.play(2,1);await sts.play(1,1);let s=await sts.state();let c=s.game_state.combat_state;await sts.play(c.hand.findIndex(x=>x.name=='Strike')+1,1);s=await sts.state();c=s.game_state.combat_state;let r=[c.hand.map(c=>c.name),c.monsters.map(m=>m.current_hp)];await sts.end();await sts.wait(30);s=await sts.state();const g=s.game_state;c=g.combat_state;return [r,g.current_hp,c.hand.map(c=>c.name),c.monsters.map(m=>[m.current_hp,m.block,m.intent,m.move_adjusted_damage,m.move_hits])]
Inputs played
Played PLAY 2 1
Played PLAY 2 1 00:00:00.6 in-game
Played PLAY 1 1
Played PLAY 1 1 00:00:00.3 in-game
Played PLAY 1 1
Played PLAY 1 1 00:00:00.3 in-game
Played END
Played END 00:00:03.6 in-game
Played WAIT 30
Played WAIT 30 00:00:00.4 in-game
1
2 items
1 Shrug It OffDazed
2 0040
2 45
3 DefendDazedAngerStrikeShrug It Off
4
3 items
1 00DEBUFF-11
2 00DEBUFF-11
3 400DEBUFF-11
slay_the_spire_exec6 inputs played · 00:00:01.6 in-game
await sts.play(3,2);await sts.play(3,2);await sts.play(3);let s=await sts.state();let c=s.game_state.combat_state;return [c.player.energy,c.hand.map(c=>c.name),c.monsters[2].current_hp]
Inputs played
Played PLAY 3 2
Played PLAY 3 2 00:00:00.6 in-game
Played PLAY 3 2
Played PLAY 3 2 00:00:00.3 in-game
Played PLAY 3
Played PLAY 3 00:00:00.6 in-game
1 1
2 DefendDazedDazed
3 28
slay_the_spire_exec6 inputs played · 00:00:04.1 in-game
await sts.play(1);await sts.end();await sts.wait(30);let s=await sts.state();const g=s.game_state;let c=g.combat_state;return [g.current_hp,c.hand.map(c=>c.name),c.monsters.map(m=>[m.current_hp,m.block,m.intent,m.move_adjusted_damage,m.move_hits])]
Inputs played
Played PLAY 1
Played PLAY 1 00:00:00.4 in-game
Played END
Played END 00:00:03.2 in-game
Played WAIT 30
Played WAIT 30 00:00:00.4 in-game
1 45
2 DefendDefendAngerDazedBash
3
3 items
1 00DEBUFF-11
2 00DEBUFF-11
3 280ATTACK91
slay_the_spire_exec10 inputs played · 00:00:05.4 in-game
await sts.play(5,2);await sts.play(3,2);await sts.play(1);await sts.end();await sts.wait(30);let s=await sts.state();const g=s.game_state;let c=g.combat_state;return [g.current_hp,c.hand.map(c=>c.name),c.monsters.map(m=>[m.current_hp,m.block,m.intent,m.move_adjusted_damage,m.move_hits])]
Inputs played
Played PLAY 5 2
Played PLAY 5 2 00:00:00.9 in-game
Played PLAY 3 2
Played PLAY 3 2 00:00:00.6 in-game
Played PLAY 1
Played PLAY 1 00:00:00.5 in-game
Played END
Played END 00:00:02.7 in-game
Played WAIT 30
Played WAIT 30 00:00:00.4 in-game
1 41
2 StrikeStrikeStrikeShrug It OffAnger
3
3 items
1 00DEBUFF-11
2 00DEBUFF-11
3 140DEBUFF-11
slay_the_spire_exec10 inputs played · 00:00:03.0 in-game
await sts.play(5,2);await sts.play(1,2);await sts.wait(10);let s=await sts.state();if(s.game_state.combat_state){await sts.play(1,2)};await sts.wait(30);s=await sts.state();const g=s.game_state;return [g.screen_type,g.current_hp,g.screen_state]
Inputs played
Played PLAY 5 2
Played PLAY 5 2 00:00:00.6 in-game
Played PLAY 1 2
Played PLAY 1 2 00:00:00.3 in-game
Played WAIT 10
Played WAIT 10 00:00:00.1 in-game
Played PLAY 1 2
Played PLAY 1 2 00:00:01.3 in-game
Played WAIT 30
Played WAIT 30 00:00:00.4 in-game
What came back 584 characters
1 COMBAT_REWARD
2 47
3
rewards
4 items
1
2 fields
gold
32
reward_type
GOLD
2
2 fields
reward_type
RELIC
relic
3 fields
name
Captain's Wheel
id
CaptainsWheel
counter
-1
3
2 fields
potion
5 fields
requires_target
no
can_use
no
can_discard
yes
name
Swift Potion
id
Swift Potion
reward_type
POTION
4
1 fields
reward_type
CARD
Model
Sentries verslagen (47/80 HP). Beloningen oppakken.
slay_the_spire_exec6 inputs played · 00:00:00.0 in-game
await sts.choose(0);await sts.choose(0);await sts.choose(0);let s=await sts.state();return [s.game_state.choice_list,s.game_state.screen_type]
Inputs played
Played CHOOSE 0
Played CHOOSE 0 00:00:00.0 in-game
Played CHOOSE 0
Played CHOOSE 0 00:00:00.0 in-game
Played CHOOSE 0
Played CHOOSE 0 00:00:00.0 in-game
1 card
2 COMBAT_REWARD
slay_the_spire_exec2 inputs played · 00:00:00.0 in-game
let s=await sts.choose(0);return s.game_state.choice_list
Inputs played
Played CHOOSE 0
Played CHOOSE 0 00:00:00.0 in-game
dark embracedisarmflex
slay_the_spire_exec4 inputs played · 00:00:00.0 in-game
await sts.choose("disarm");await sts.proceed();let s=await sts.state();return [s.game_state.screen_type,s.game_state.choice_list]
Inputs played
Played CHOOSE disarm
Played CHOOSE disarm 00:00:00.0 in-game
Played PROCEED
Played PROCEED 00:00:00.0 in-game
1 MAP
2 x=0
slay_the_spire_exec2 inputs played · 00:00:00.3 in-game
let s=await sts.choose(0);return [s.game_state.screen_type,s.game_state.choice_list,s.game_state.current_hp]
Inputs played
Played CHOOSE 0
Played CHOOSE 0 00:00:00.3 in-game
1 REST
2 restsmith
3 47
Floor 7
slay_the_spire_exec4 inputs played · 00:00:01.2 in-game
await sts.choose("rest");await sts.wait(30);let s=await sts.state();return [s.available_commands,s.game_state.screen_type,s.game_state.choice_list,s.game_state.current_hp]
Inputs played
Played CHOOSE rest
Played CHOOSE rest 00:00:00.7 in-game
Played WAIT 30
Played WAIT 30 00:00:00.4 in-game
1 potionproceedkeyclickwaitstate
2 REST
3 none
4 71
slay_the_spire_exec6 inputs played · 00:00:02.4 in-game
await sts.proceed();let s=await sts.choose(0);await sts.wait(30);s=await sts.state();const g=s.game_state;let c=g.combat_state;return [g.floor,g.current_hp,c.hand.map(c=>c.name),c.monsters.map(m=>[m.name,m.current_hp,m.intent,m.move_adjusted_damage,m.move_hits])]
Inputs played
Played PROCEED
Played PROCEED 00:00:00.0 in-game
Played CHOOSE 0
Played CHOOSE 0 00:00:01.8 in-game
Played WAIT 30
Played WAIT 30 00:00:00.4 in-game
1 8
2 71
3 DefendDisarmShrug It OffStrikeDefend
4
2 items
1 Fungi Beast26ATTACK61
2 Fungi Beast28ATTACK61
Floor 8
Model
Twee Fungi Beasts op floor 8.
slay_the_spire_exec4 inputs played · 00:00:01.0 in-game
await sts.play(4,0);await sts.play(3);let s=await sts.state();let c=s.game_state.combat_state;return c.hand.map(c=>c.name)
Inputs played
Played PLAY 4 0
Played PLAY 4 0 00:00:00.3 in-game
Played PLAY 3
Played PLAY 3 00:00:00.6 in-game
DefendDisarmDefendStrike
slay_the_spire_exec6 inputs played · 00:00:04.3 in-game
await sts.play(1);await sts.end();await sts.wait(30);let s=await sts.state();const g=s.game_state;let c=g.combat_state;return [g.current_hp,c.hand.map(c=>c.name),c.monsters.map(m=>[m.current_hp,m.block,m.intent,m.move_adjusted_damage,m.move_hits])]
Inputs played
Played PLAY 1
Played PLAY 1 00:00:00.4 in-game
Played END
Played END 00:00:03.3 in-game
Played WAIT 30
Played WAIT 30 00:00:00.4 in-game
1 71
2 BashDefendDefendStrikeStrike
3
2 items
1 200ATTACK61
2 280ATTACK61
slay_the_spire_exec8 inputs played · 00:00:06.0 in-game
await sts.play(1,0);await sts.play(3,0);await sts.end();await sts.wait(30);let s=await sts.state();const g=s.game_state;let c=g.combat_state;return [g.current_hp,c.hand.map(c=>c.name),c.monsters.map(m=>[m.current_hp,m.block,m.intent,m.move_adjusted_damage,m.move_hits])]
Inputs played
Played PLAY 1 0
Played PLAY 1 0 00:00:00.5 in-game
Played PLAY 3 0
Played PLAY 3 0 00:00:00.3 in-game
Played END
Played END 00:00:04.6 in-game
Played WAIT 30
Played WAIT 30 00:00:00.4 in-game
1 59
2 Shrug It OffPerfected StrikeStrikeAngerStrike
3
2 items
1 30BUFF-11
2 280BUFF-11
slay_the_spire_exec12 inputs played · 00:00:04.5 in-game
await sts.play(4,0);await sts.wait(10);let s=await sts.state();let c=s.game_state.combat_state;await sts.play(c.hand.findIndex(x=>x.name=='Perfected Strike')+1,1);s=await sts.state();c=s.game_state.combat_state;await sts.play(c.hand.findIndex(x=>x.name=='Strike')+1,1);await sts.end();await sts.wait(30);s=await sts.state();const g=s.game_state;c=g.combat_state;return [g.screen_type,g.current_hp,c?.hand.map(c=>c.name),c?.monsters.map(m=>[m.current_hp,m.block,m.intent,m.move_adjusted_damage,m.move_hits])]
Inputs played
Played PLAY 4 0
Played PLAY 4 0 00:00:00.7 in-game
Played WAIT 10
Played WAIT 10 00:00:00.1 in-game
Played PLAY 2 1
Played PLAY 2 1 00:00:00.3 in-game
Played PLAY 2 1
Played PLAY 2 1 00:00:00.3 in-game
Played END
Played END 00:00:02.3 in-game
Played WAIT 30
Played WAIT 30 00:00:00.4 in-game
1 NONE
2 59
3 StrikeDefendStrikeDefendDefend
4
2 items
1 00BUFF-11
2 40ATTACK131
slay_the_spire_exec4 inputs played · 00:00:01.8 in-game
await sts.play(1,1);await sts.wait(30);let s=await sts.state();const g=s.game_state;return [g.screen_type,g.current_hp,g.screen_state]
Inputs played
Played PLAY 1 1
Played PLAY 1 1 00:00:01.3 in-game
Played WAIT 30
Played WAIT 30 00:00:00.4 in-game
What came back 411 characters
1 COMBAT_REWARD
2 65
3
rewards
3 items
1
2 fields
gold
19
reward_type
GOLD
2
2 fields
potion
5 fields
requires_target
no
can_use
no
can_discard
yes
name
Skill Potion
id
SkillPotion
reward_type
POTION
3
1 fields
reward_type
CARD
slay_the_spire_exec2 inputs played · 00:00:00.0 in-game
await sts.choose(0);let s=await sts.state();return [s.game_state.choice_list]
Inputs played
Played CHOOSE 0
Played CHOOSE 0 00:00:00.0 in-game
1 potioncard
Model
Gevecht gewonnen (65 HP); kaartbeloning bekijken.
slay_the_spire_exec2 inputs played · 00:00:00.0 in-game
let s=await sts.choose("card");return [s.game_state.choice_list]
Inputs played
Played CHOOSE card
Played CHOOSE card 00:00:00.0 in-game
1 uppercuthemokinesisoffering
slay_the_spire_exec4 inputs played · 00:00:00.0 in-game
await sts.choose("hemokinesis");await sts.proceed();let s=await sts.state();return [s.game_state.screen_type,s.game_state.choice_list]
Inputs played
Played CHOOSE hemokinesis
Played CHOOSE hemokinesis 00:00:00.0 in-game
Played PROCEED
Played PROCEED 00:00:00.0 in-game
1 MAP
2 x=0x=1
slay_the_spire_exec4 inputs played · 00:00:00.6 in-game
let s=await sts.choose(0);await sts.wait(20);s=await sts.state();return [s.available_commands,s.game_state.screen_type,s.game_state.choice_list,s.game_state.screen_state]
Inputs played
Played CHOOSE 0
Played CHOOSE 0 00:00:00.3 in-game
Played WAIT 20
Played WAIT 20 00:00:00.3 in-game
1 choosepotionproceedkeyclickwaitstate
2 CHEST
3 open
4
chest_open
no
chest_type
LargeChest
Floor 9
slay_the_spire_exec4 inputs played · 00:00:00.3 in-game
let s=await sts.choose(0);await sts.wait(20);s=await sts.state();return [s.game_state.screen_type,s.game_state.choice_list,s.game_state.screen_state]
Inputs played
Played CHOOSE 0
Played CHOOSE 0 00:00:00.0 in-game
Played WAIT 20
Played WAIT 20 00:00:00.3 in-game
1 COMBAT_REWARD
2 goldrelic
3
rewards
2 items
1
2 fields
gold
82
reward_type
GOLD
2
2 fields
reward_type
RELIC
relic
3 fields
name
Ink Bottle
id
InkBottle
counter
0
slay_the_spire_exec6 inputs played · 00:00:00.0 in-game
await sts.choose(0);await sts.choose(0);await sts.proceed();let s=await sts.state();return [s.game_state.screen_type,s.game_state.choice_list,s.game_state.gold]
Inputs played
Played CHOOSE 0
Played CHOOSE 0 00:00:00.0 in-game
Played CHOOSE 0
Played CHOOSE 0 00:00:00.0 in-game
Played PROCEED
Played PROCEED 00:00:00.0 in-game
1 MAP
2 x=0x=1
3 303
Model
303 goud, dus naar de winkel.
slay_the_spire_exec4 inputs played · 00:00:00.6 in-game
let s=await sts.choose(1);await sts.wait(20);s=await sts.state();return [s.available_commands,s.game_state.screen_type,s.game_state.choice_list,s.game_state.screen_state]
Inputs played
Played CHOOSE 1
Played CHOOSE 1 00:00:00.3 in-game
Played WAIT 20
Played WAIT 20 00:00:00.3 in-game
1 choosepotionproceedkeyclickwaitstate
2 SHOP_ROOM
3 shop
4 none
Floor 10
slay_the_spire_exec4 inputs played · 00:00:00.3 in-game
let s=await sts.choose(0);await sts.wait(20);s=await sts.state();const ss=s.game_state.screen_state;return [s.game_state.choice_list,ss.cards?.map(c=>c.name+' '+c.price),ss.relics?.map(c=>c.name+' '+c.price),ss.potions?.map(c=>c.name+' '+c.price),ss.purge_cost,ss.purge_available]
Inputs played
Played CHOOSE 0
Played CHOOSE 0 00:00:00.0 in-game
Played WAIT 20
Played WAIT 20 00:00:00.3 in-game
What came back 548 characters
1 purgewhirlwindangerragelimit breakevolveimpatiencesadistic naturepen nibstrange spoonfire potionexplosive potionpower potion
2 Whirlwind 78Anger 54Rage 40Limit Break 151Evolve 68Impatience 85Sadistic Nature 189
3 Pen Nib 157Girya 311Strange Spoon 157
4 Fire Potion 50Explosive Potion 48Power Potion 49
5 75
6 yes
slay_the_spire_exec8 inputs played · 00:00:00.5 in-game
await sts.choose("pen nib");await sts.wait(10);let s=await sts.choose("whirlwind");await sts.wait(10);s=await sts.state();return [s.game_state.gold,s.game_state.choice_list,s.game_state.relics.map(r=>r.name)]
Inputs played
Played CHOOSE pen nib
Played CHOOSE pen nib 00:00:00.1 in-game
Played WAIT 10
Played WAIT 10 00:00:00.1 in-game
Played CHOOSE whirlwind
Played CHOOSE whirlwind 00:00:00.0 in-game
Played WAIT 10
Played WAIT 10 00:00:00.1 in-game
1 68
2 angerrageevolvefire potionexplosive potionpower potion
3 Burning BloodNeow's LamentCaptain's WheelInk BottlePen Nib
slay_the_spire_exec4 inputs played · 00:00:00.0 in-game
await sts.cancel();let s=await sts.state();if(s.available_commands.includes('proceed'))await sts.proceed();s=await sts.state();return [s.game_state.screen_type,s.game_state.choice_list]
Inputs played
Played CANCEL
Played CANCEL 00:00:00.0 in-game
Played PROCEED
Played PROCEED 00:00:00.0 in-game
1 MAP
2 x=0
slay_the_spire_exec4 inputs played · 00:00:02.4 in-game
let s=await sts.choose(0);await sts.wait(30);s=await sts.state();const g=s.game_state;let c=g.combat_state;return [g.floor,g.current_hp,c.hand.map(c=>c.name),c.monsters.map(m=>[m.name,m.current_hp,m.intent,m.move_adjusted_damage,m.move_hits])]
Inputs played
Played CHOOSE 0
Played CHOOSE 0 00:00:01.9 in-game
Played WAIT 30
Played WAIT 30 00:00:00.4 in-game
1 11
2 65
3 DefendStrikePerfected StrikeStrikeShrug It Off
4
2 items
1 Fungi Beast23ATTACK61
2 Louse11ATTACK71
Floor 11
Model
Floor 11: Fungi Beast + Louse.
slay_the_spire_exec4 inputs played · 00:00:01.0 in-game
await sts.play(3,0);await sts.play(4);let s=await sts.state();let c=s.game_state.combat_state;return [c.player.energy,c.hand.map(c=>c.name),c.monsters.map(m=>m.current_hp)]
Inputs played
Played PLAY 3 0
Played PLAY 3 0 00:00:00.3 in-game
Played PLAY 4
Played PLAY 4 00:00:00.6 in-game
1 0
2 DefendStrikeStrikeAnger
3 511
slay_the_spire_exec6 inputs played · 00:00:03.9 in-game
await sts.play(4,0);await sts.end();await sts.wait(30);let s=await sts.state();const g=s.game_state;let c=g.combat_state;return [g.current_hp,c.hand.map(c=>c.name),c.monsters.map(m=>[m.current_hp,m.block,m.intent,m.move_adjusted_damage,m.move_hits])]
Inputs played
Played PLAY 4 0
Played PLAY 4 0 00:00:00.7 in-game
Played END
Played END 00:00:02.6 in-game
Played WAIT 30
Played WAIT 30 00:00:00.4 in-game
1 63
2 DefendShrug It OffDefendStrikeWhirlwind
3
2 items
1 00ATTACK91
2 110ATTACK101
slay_the_spire_exec10 inputs played · 00:00:05.9 in-game
await sts.play(4,1);await sts.play(2);await sts.play(1);let s=await sts.state();let c=s.game_state.combat_state;let r=[c.hand.map(c=>c.name),c.player.block];await sts.end();await sts.wait(30);s=await sts.state();const g=s.game_state;c=g.combat_state;return [r,g.current_hp,c.hand.map(c=>c.name),c.monsters.map(m=>[m.current_hp,m.block,m.intent,m.move_adjusted_damage,m.move_hits])]
Inputs played
Played PLAY 4 1
Played PLAY 4 1 00:00:00.8 in-game
Played PLAY 2
Played PLAY 2 00:00:00.6 in-game
Played PLAY 1
Played PLAY 1 00:00:00.5 in-game
Played END
Played END 00:00:03.4 in-game
Played WAIT 30
Played WAIT 30 00:00:00.4 in-game
1
2 items
1 DefendWhirlwindDisarm
2 13
2 63
3 StrikeHemokinesisStrikeBashDefend
4
2 items
1 00ATTACK61
2 50DEBUFF-11
slay_the_spire_exec4 inputs played · 00:00:01.9 in-game
await sts.play(1,1);await sts.wait(30);let s=await sts.state();const g=s.game_state;if(g.combat_state){await sts.play(2,1);await sts.wait(30);s=await sts.state();}return [s.game_state.screen_type,s.game_state.current_hp,s.game_state.screen_state]
Inputs played
Played PLAY 1 1
Played PLAY 1 1 00:00:01.4 in-game
Played WAIT 30
Played WAIT 30 00:00:00.5 in-game
1 COMBAT_REWARD
2 69
3
rewards
2 items
1
2 fields
gold
19
reward_type
GOLD
2
1 fields
reward_type
CARD
slay_the_spire_exec4 inputs played · 00:00:00.0 in-game
await sts.choose(0);let s=await sts.choose(0);return s.game_state.choice_list
Inputs played
Played CHOOSE 0
Played CHOOSE 0 00:00:00.0 in-game
Played CHOOSE 0
Played CHOOSE 0 00:00:00.0 in-game
warcryangerheavy blade
slay_the_spire_exec4 inputs played · 00:00:00.0 in-game
await sts.skip();await sts.proceed();let s=await sts.state();return [s.game_state.screen_type,s.game_state.choice_list]
Inputs played
Played SKIP
Played SKIP 00:00:00.0 in-game
Played PROCEED
Played PROCEED 00:00:00.0 in-game
1 MAP
2 x=1
Model
Op naar het vraagteken op floor 12 (69 HP).
slay_the_spire_exec4 inputs played · 00:00:00.9 in-game
let s=await sts.choose(0);await sts.wait(30);s=await sts.state();const g=s.game_state;return [g.screen_type,g.screen_state,g.choice_list,g.combat_state?.monsters.map(m=>m.name)]
Inputs played
Played CHOOSE 0
Played CHOOSE 0 00:00:00.4 in-game
Played WAIT 30
Played WAIT 30 00:00:00.5 in-game
What came back 610 characters
1 EVENT
2
event_id
Golden Idol
body_text
You come across an inconspicuous pedestal with a shining gold idol sitting peacefully atop. It looks incredibly valuable. You sure don't see any traps nearby.
options
2 items
1
4 fields
choice_index
0
disabled
no
text
[Take] Obtain Golden Idol. Trigger a trap.
label
Take
2
4 fields
choice_index
1
disabled
no
text
[Leave]
label
Leave
event_name
Golden Idol
3 takeleave
4 none
Floor 12
slay_the_spire_exec4 inputs played · 00:00:00.0 in-game
await sts.choose("leave");let s=await sts.state();if(s.game_state.screen_type=='EVENT'){s=await sts.choose(0)};s=await sts.state();return [s.game_state.screen_type,s.game_state.choice_list]
Inputs played
Played CHOOSE leave
Played CHOOSE leave 00:00:00.0 in-game
Played CHOOSE 0
Played CHOOSE 0 00:00:00.0 in-game
1 MAP
2 x=0x=2
slay_the_spire_exec4 inputs played · 00:00:02.5 in-game
let s=await sts.choose(1);await sts.wait(30);s=await sts.state();const g=s.game_state;let c=g.combat_state;return [g.floor,g.current_hp,c.hand.map(c=>c.name),c.monsters.map(m=>[m.name,m.current_hp,m.intent,m.move_adjusted_damage,m.move_hits])]
Inputs played
Played CHOOSE 1
Played CHOOSE 1 00:00:02.0 in-game
Played WAIT 30
Played WAIT 30 00:00:00.4 in-game
1 13
2 69
3 Shrug It OffStrikeDisarmDefendShrug It Off
4
3 items
1 Louse12ATTACK51
2 Louse12ATTACK51
3 Louse13ATTACK61
Floor 13
slay_the_spire_exec4 inputs played · 00:00:01.2 in-game
await sts.play(5);await sts.play(1);let s=await sts.state();let c=s.game_state.combat_state;return [c.player.energy,c.player.block,c.hand.map(c=>c.name)]
Inputs played
Played PLAY 5
Played PLAY 5 00:00:00.6 in-game
Played PLAY 1
Played PLAY 1 00:00:00.6 in-game
1 1
2 16
3 StrikeDisarmDefendWhirlwindPerfected Strike
slay_the_spire_exec6 inputs played · 00:00:08.0 in-game
await sts.play(4);await sts.end();await sts.wait(30);let s=await sts.state();const g=s.game_state;let c=g.combat_state;return [g.current_hp,c.hand.map(c=>c.name),c.monsters.map(m=>[m.current_hp,m.block,m.intent,m.move_adjusted_damage,m.move_hits])]
Inputs played
Played PLAY 4
Played PLAY 4 00:00:02.0 in-game
Played END
Played END 00:00:05.4 in-game
Played WAIT 30
Played WAIT 30 00:00:00.5 in-game
1 69
2 StrikeDefendDefendStrikeAnger
3
3 items
1 70ATTACK51
2 70ATTACK51
3 80ATTACK61
slay_the_spire_exec4 inputs played · 00:00:01.0 in-game
await sts.play(1,0);await sts.play(4,0);let s=await sts.state();let c=s.game_state.combat_state;let r=[c.hand.map(c=>c.name),c.monsters.map(m=>m.current_hp)];return r
Inputs played
Played PLAY 1 0
Played PLAY 1 0 00:00:00.3 in-game
Played PLAY 4 0
Played PLAY 4 0 00:00:00.6 in-game
1 DefendDefendStrike
2 078
Model
Eén luis dood, nu blokken.
slay_the_spire_exec8 inputs played · 00:00:06.1 in-game
await sts.play(1);await sts.play(1);await sts.end();await sts.wait(30);let s=await sts.state();const g=s.game_state;let c=g.combat_state;return [g.current_hp,c.hand.map(c=>c.name),c.monsters.map(m=>[m.current_hp,m.block,m.intent,m.move_adjusted_damage,m.move_hits])]
Inputs played
Played PLAY 1
Played PLAY 1 00:00:00.4 in-game
Played PLAY 1
Played PLAY 1 00:00:00.5 in-game
Played END
Played END 00:00:04.6 in-game
Played WAIT 30
Played WAIT 30 00:00:00.5 in-game
1 68
2 HemokinesisStrikeStrikeBashWhirlwind
3
3 items
1 00ATTACK51
2 70BUFF-11
3 80BUFF-11
slay_the_spire_exec8 inputs played · 00:00:03.7 in-game
await sts.play(1,2);await sts.play(1,1);await sts.play(1,1);await sts.wait(30);let s=await sts.state();const g=s.game_state;return [g.screen_type,g.current_hp,g.screen_state,g.combat_state?.monsters.map(m=>m.current_hp)]
Inputs played
Played PLAY 1 2
Played PLAY 1 2 00:00:01.2 in-game
Played PLAY 1 1
Played PLAY 1 1 00:00:00.5 in-game
Played PLAY 1 1
Played PLAY 1 1 00:00:01.4 in-game
Played WAIT 30
Played WAIT 30 00:00:00.5 in-game
1 COMBAT_REWARD
2 72
3
rewards
2 items
1
2 fields
gold
11
reward_type
GOLD
2
1 fields
reward_type
CARD
4 none
slay_the_spire_exec4 inputs played · 00:00:00.0 in-game
await sts.choose(0);let s=await sts.choose(0);return s.game_state.choice_list
Inputs played
Played CHOOSE 0
Played CHOOSE 0 00:00:00.0 in-game
Played CHOOSE 0
Played CHOOSE 0 00:00:00.0 in-game
blood for bloodarmamentstwin strike
slay_the_spire_exec4 inputs played · 00:00:00.0 in-game
await sts.choose("twin strike");await sts.proceed();let s=await sts.state();return [s.game_state.screen_type,s.game_state.choice_list]
Inputs played
Played CHOOSE twin strike
Played CHOOSE twin strike 00:00:00.0 in-game
Played PROCEED
Played PROCEED 00:00:00.0 in-game
1 MAP
2 x=2x=3
slay_the_spire_exec4 inputs played · 00:00:02.4 in-game
let s=await sts.choose(1);await sts.wait(30);s=await sts.state();const g=s.game_state;let c=g.combat_state;return [g.floor,g.current_hp,c.hand.map(c=>c.name),c.monsters.map(m=>[m.name,m.current_hp,m.intent,m.move_adjusted_damage,m.move_hits])]
Inputs played
Played CHOOSE 1
Played CHOOSE 1 00:00:01.9 in-game
Played WAIT 30
Played WAIT 30 00:00:00.4 in-game
1 14
2 72
3 Perfected StrikeStrikeDisarmTwin StrikeHemokinesis
4
2 items
1 Fungi Beast25ATTACK61
2 Fungi Beast27ATTACK61
Floor 14
slay_the_spire_exec12 inputs played · 00:00:05.7 in-game
await sts.play(5,0);await sts.play(4,0);await sts.wait(10);let s=await sts.state();let c=s.game_state.combat_state;await sts.play(c.hand.findIndex(x=>x.name=='Strike')+1,1);await sts.end();await sts.wait(30);s=await sts.state();const g=s.game_state;c=g.combat_state;return [g.current_hp,c.hand.map(c=>c.name),c.monsters.map(m=>[m.current_hp,m.block,m.intent,m.move_adjusted_damage,m.move_hits])]
Inputs played
Played PLAY 5 0
Played PLAY 5 0 00:00:01.2 in-game
Played PLAY 4 0
Played PLAY 4 0 00:00:00.5 in-game
Played WAIT 10
Played WAIT 10 00:00:00.1 in-game
Played PLAY 2 1
Played PLAY 2 1 00:00:00.6 in-game
Played END
Played END 00:00:02.6 in-game
Played WAIT 30
Played WAIT 30 00:00:00.4 in-game
1 61
2 StrikeShrug It OffStrikeStrikeDefend
3
2 items
1 00ATTACK91
2 210ATTACK91
Model
Eén Fungi Beast dood, de tweede staat op 21.
slay_the_spire_exec2 inputs played · 00:00:00.6 in-game
await sts.play(2);let s=await sts.state();let c=s.game_state.combat_state;let h=c.hand.map(c=>c.name);return h
Inputs played
Played PLAY 2
Played PLAY 2 00:00:00.6 in-game
StrikeStrikeStrikeDefendWhirlwind
slay_the_spire_exec8 inputs played · 00:00:04.4 in-game
await sts.play(1,1);await sts.play(1,1);await sts.end();await sts.wait(30);let s=await sts.state();const g=s.game_state;let c=g.combat_state;return [g.current_hp,c.hand.map(c=>c.name),c.monsters.map(m=>[m.current_hp,m.block,m.intent,m.move_adjusted_damage,m.move_hits])]
Inputs played
Played PLAY 1 1
Played PLAY 1 1 00:00:00.3 in-game
Played PLAY 1 1
Played PLAY 1 1 00:00:00.3 in-game
Played END
Played END 00:00:03.1 in-game
Played WAIT 30
Played WAIT 30 00:00:00.4 in-game
1 60
2 DefendDefendDefendStrikeBash
3
2 items
1 00ATTACK61
2 90BUFF-11
slay_the_spire_exec8 inputs played · 00:00:02.5 in-game
await sts.play(5,1);await sts.wait(10);let s=await sts.state();if(s.game_state.combat_state){let c=s.game_state.combat_state;await sts.play(c.hand.findIndex(x=>x.name=='Strike')+1,1);}await sts.wait(30);s=await sts.state();const g=s.game_state;return [g.screen_type,g.current_hp,g.screen_state]
Inputs played
Played PLAY 5 1
Played PLAY 5 1 00:00:00.4 in-game
Played WAIT 10
Played WAIT 10 00:00:00.1 in-game
Played PLAY 4 1
Played PLAY 4 1 00:00:01.4 in-game
Played WAIT 30
Played WAIT 30 00:00:00.4 in-game
1 COMBAT_REWARD
2 66
3
rewards
2 items
1
2 fields
gold
14
reward_type
GOLD
2
1 fields
reward_type
CARD
slay_the_spire_exec4 inputs played · 00:00:00.0 in-game
await sts.choose(0);let s=await sts.choose(0);return s.game_state.choice_list
Inputs played
Played CHOOSE 0
Played CHOOSE 0 00:00:00.0 in-game
Played CHOOSE 0
Played CHOOSE 0 00:00:00.0 in-game
cleaveangertrue grit
slay_the_spire_exec4 inputs played · 00:00:00.0 in-game
await sts.choose("true grit");await sts.proceed();let s=await sts.state();return [s.game_state.screen_type,s.game_state.choice_list]
Inputs played
Played CHOOSE true grit
Played CHOOSE true grit 00:00:00.0 in-game
Played PROCEED
Played PROCEED 00:00:00.0 in-game
1 MAP
2 x=2
slay_the_spire_exec4 inputs played · 00:00:00.6 in-game
let s=await sts.choose(0);await sts.wait(20);s=await sts.state();return [s.game_state.screen_type,s.game_state.choice_list,s.game_state.current_hp,s.game_state.deck.map(c=>c.name+(c.upgrades?'+':''))]
Inputs played
Played CHOOSE 0
Played CHOOSE 0 00:00:00.3 in-game
Played WAIT 20
Played WAIT 20 00:00:00.3 in-game
1 REST
2 restsmith
3 66
4 StrikeStrikeStrikeStrikeStrikeDefendDefendDefendDefendBashShrug It OffPerfected StrikeShrug It OffAngerDisarmHemokinesisWhirlwindTwin StrikeTrue Grit
Floor 15
slay_the_spire_exec6 inputs played · 00:00:01.3 in-game
await sts.choose("rest");await sts.wait(30);await sts.proceed();let s=await sts.state();return [s.game_state.screen_type,s.game_state.choice_list,s.game_state.current_hp]
Inputs played
Played CHOOSE rest
Played CHOOSE rest 00:00:00.7 in-game
Played WAIT 30
Played WAIT 30 00:00:00.4 in-game
Played PROCEED
Played PROCEED 00:00:00.0 in-game
1 MAP
2 boss
3 80
Model
Volle HP (80), op naar The Guardian.
slay_the_spire_exec4 inputs played · 00:00:02.2 in-game
let s=await sts.choose(0);await sts.wait(40);s=await sts.state();const g=s.game_state;let c=g.combat_state;return [g.floor,g.current_hp,c.hand.map(c=>c.name),c.monsters.map(m=>[m.name,m.current_hp,m.block,m.intent,m.move_adjusted_damage,m.move_hits,m.powers.map(p=>p.name+p.amount)])]
Inputs played
Played CHOOSE 0
Played CHOOSE 0 00:00:01.5 in-game
Played WAIT 40
Played WAIT 40 00:00:00.6 in-game
1 16
2 80
3 Shrug It OffTwin StrikeBashHemokinesisDisarm
4
1 items
1
7 items
1 The Guardian
2 240
3 0
4 DEFEND
5 -1
6 1
7 Mode Shift30
Floor 16
slay_the_spire_exec8 inputs played · 00:00:03.1 in-game
await sts.play(3,0);await sts.wait(10);let s=await sts.state();let c=s.game_state.combat_state;await sts.play(c.hand.findIndex(x=>x.name=='Hemokinesis')+1,0);await sts.wait(30);s=await sts.state();c=s.game_state.combat_state;return [c.player.energy,c.hand.map(c=>c.name),c.monsters.map(m=>[m.current_hp,m.block,m.intent,m.move_adjusted_damage,m.move_hits,m.powers.map(p=>p.name+p.amount)])]
Inputs played
Played PLAY 3 0
Played PLAY 3 0 00:00:00.5 in-game
Played WAIT 10
Played WAIT 10 00:00:00.1 in-game
Played PLAY 3 0
Played PLAY 3 0 00:00:01.9 in-game
Played WAIT 30
Played WAIT 30 00:00:00.4 in-game
1 0
2 Shrug It OffTwin StrikeDisarm
3
1 items
1
6 items
1 210
2 20
3 BUFF
4 -1
5 1
6 Vulnerable2
Model
Guardian direct in Defensive Mode gedwongen (210 HP).
slay_the_spire_exec4 inputs played · 00:00:03.3 in-game
await sts.end();await sts.wait(40);let s=await sts.state();const g=s.game_state;let c=g.combat_state;return [g.current_hp,c.player.energy,c.hand.map(c=>c.name),c.monsters.map(m=>[m.current_hp,m.block,m.intent,m.move_adjusted_damage,m.move_hits,m.powers.map(p=>p.name+p.amount)])]
Inputs played
Played END
Played END 00:00:02.6 in-game
Played WAIT 40
Played WAIT 40 00:00:00.6 in-game
1 78
2 3
3 StrikeStrikeAngerPerfected StrikeShrug It Off
4
1 items
1
6 items
1 210
2 0
3 ATTACK
4 9
5 1
6 Vulnerable1Sharp Hide3
slay_the_spire_exec
let s=await sts.state();return s.game_state.relics.map(r=>r.name+r.counter)
Burning Blood-1Neow's Lament-2Captain's Wheel2Ink Bottle7Pen Nib9
Model
Pen Nib staat op 9: de volgende aanval doet dubbele schade, dus Perfected Strike nu.
slay_the_spire_exec6 inputs played · 00:00:01.4 in-game
await sts.play(4,0);await sts.wait(10);let s=await sts.state();let c=s.game_state.combat_state;await sts.play(c.hand.findIndex(x=>x.name=='Shrug It Off')+1);s=await sts.state();c=s.game_state.combat_state;return [s.game_state.current_hp,c.player.energy,c.player.block,c.hand.map(c=>c.name),c.monsters.map(m=>[m.current_hp,m.block])]
Inputs played
Played PLAY 4 0
Played PLAY 4 0 00:00:00.6 in-game
Played WAIT 10
Played WAIT 10 00:00:00.1 in-game
Played PLAY 4
Played PLAY 4 00:00:00.6 in-game
1 75
2 0
3 8
4 StrikeStrikeAngerDefend
5
1 items
1 1500
slay_the_spire_exec6 inputs played · 00:00:05.0 in-game
await sts.play(3,0);await sts.end();await sts.wait(40);let s=await sts.state();const g=s.game_state;let c=g.combat_state;return [g.current_hp,c.player.energy,c.hand.map(c=>c.name),c.monsters.map(m=>[m.current_hp,m.block,m.intent,m.move_adjusted_damage,m.move_hits,m.powers.map(p=>p.name+p.amount)])]
Inputs played
Played PLAY 3 0
Played PLAY 3 0 00:00:01.0 in-game
Played END
Played END 00:00:03.3 in-game
Played WAIT 40
Played WAIT 40 00:00:00.6 in-game
1 71
2 3
3 DefendDefendDefendStrikeWhirlwind
4
1 items
1
6 items
1 141
2 0
3 ATTACK_BUFF
4 8
5 2
6 Sharp Hide3
slay_the_spire_exec10 inputs played · 00:00:05.7 in-game
await sts.play(1);await sts.play(1);await sts.play(1);await sts.end();await sts.wait(40);let s=await sts.state();const g=s.game_state;let c=g.combat_state;return [g.current_hp,c.player.energy,c.hand.map(c=>c.name),c.monsters.map(m=>[m.current_hp,m.block,m.intent,m.move_adjusted_damage,m.move_hits,m.powers.map(p=>p.name+p.amount)])]
Inputs played
Played PLAY 1
Played PLAY 1 00:00:00.4 in-game
Played PLAY 1
Played PLAY 1 00:00:00.5 in-game
Played PLAY 1
Played PLAY 1 00:00:00.5 in-game
Played END
Played END 00:00:03.5 in-game
Played WAIT 40
Played WAIT 40 00:00:00.6 in-game
1 71
2 3
3 StrikeTrue GritDefendPerfected StrikeDefend
4
1 items
1
6 items
1 141
2 0
3 ATTACK
4 5
5 4
6 Mode Shift40
slay_the_spire_exec8 inputs played · 00:00:05.5 in-game
await sts.play(4,0);await sts.play(2);await sts.end();await sts.wait(40);let s=await sts.state();const g=s.game_state;let c=g.combat_state;return [g.current_hp,c.player.energy,c.hand.map(c=>c.name),c.exhaust_pile.map(c=>c.name),c.monsters.map(m=>[m.current_hp,m.block,m.intent,m.move_adjusted_damage,m.move_hits,m.powers.map(p=>p.name+p.amount)])]
Inputs played
Played PLAY 4 0
Played PLAY 4 0 00:00:00.3 in-game
Played PLAY 2
Played PLAY 2 00:00:00.7 in-game
Played END
Played END 00:00:03.7 in-game
Played WAIT 40
Played WAIT 40 00:00:00.6 in-game
1 58
2 3
3 WhirlwindDisarmShrug It OffDefendAnger
4 Strike
5
1 items
1
6 items
1 121
2 0
3 DEFEND
4 -1
5 1
6 Mode Shift20
Model
Mode Shift staat op 20; met Anger + Whirlwind (21) dwing ik weer Defensive Mode af, zodat Fierce Bash wegvalt.
slay_the_spire_exec6 inputs played · 00:00:02.3 in-game
await sts.play(5,0);await sts.play(1);await sts.wait(20);let s=await sts.state();let c=s.game_state.combat_state;return [s.game_state.current_hp,c.player.energy,c.hand.map(c=>c.name),c.monsters.map(m=>[m.current_hp,m.block,m.intent,m.powers.map(p=>p.name+p.amount)])]
Inputs played
Played PLAY 5 0
Played PLAY 5 0 00:00:00.6 in-game
Played PLAY 1
Played PLAY 1 00:00:01.3 in-game
Played WAIT 20
Played WAIT 20 00:00:00.3 in-game
1 58
2 0
3 DisarmShrug It OffDefend
4
1 items
1
4 items
1 100
2 20
3 BUFF
4 none
slay_the_spire_exec4 inputs played · 00:00:03.1 in-game
await sts.end();await sts.wait(40);let s=await sts.state();const g=s.game_state;let c=g.combat_state;return [g.current_hp,c.player.energy,c.hand.map(c=>c.name),c.monsters.map(m=>[m.current_hp,m.block,m.intent,m.move_adjusted_damage,m.move_hits,m.powers.map(p=>p.name+p.amount)])]
Inputs played
Played END
Played END 00:00:02.5 in-game
Played WAIT 40
Played WAIT 40 00:00:00.6 in-game
1 58
2 3
3 StrikeAngerStrikeStrikeDefend
4
1 items
1
6 items
1 100
2 0
3 ATTACK
4 9
5 1
6 Sharp Hide3
slay_the_spire_exec8 inputs played · 00:00:02.0 in-game
await sts.play(2,0);await sts.play(1,0);await sts.play(1,0);await sts.play(1);let s=await sts.state();let c=s.game_state.combat_state;let r=[s.game_state.current_hp,c.hand.map(c=>c.name),c.player.block,c.monsters[0].current_hp];await sts.end();await sts.wait(40);s=await sts.state();const g=s.game_state;c=g.combat_state;return [r,g.current_hp,c.player.energy,c.hand.map(c=>c.name),c.monsters.map(m=>[m.current_hp,m.block,m.intent,m.move_adjusted_damage,m.move_hits,m.powers.map(p=>p.name+p.amount)])]
Inputs played
Played PLAY 2 0
Played PLAY 2 0 00:00:00.7 in-game
Played PLAY 1 0
Played PLAY 1 0 00:00:00.4 in-game
Played PLAY 1 0
Played PLAY 1 0 00:00:00.7 in-game
Played PLAY 1
Played PLAY 1 00:00:00.0 in-game
Error: Slay the Spire refused "PLAY 1": Selected card requires an enemy target.
slay_the_spire_exec
let s=await sts.state();let c=s.game_state.combat_state;return [s.game_state.current_hp,c.player.energy,c.hand.map(c=>c.name),c.player.block,c.monsters[0].current_hp]
Error: Cannot read properties of undefined (reading 'combat_state')
slay_the_spire_exec2 inputs played · 00:00:00.5 in-game
await sts.wait(30);let s=await sts.state();let c=s.game_state.combat_state;return [s.game_state.current_hp,c.player.energy,c.hand.map(c=>c.name),c.player.block,c.monsters[0].current_hp]
Inputs played
Played WAIT 30
Played WAIT 30 00:00:00.5 in-game
1 49
2 1
3 StrikeDefendTwin Strike
4 0
5 82
slay_the_spire_exec6 inputs played · 00:00:04.5 in-game
await sts.play(2);await sts.end();await sts.wait(40);let s=await sts.state();const g=s.game_state;let c=g.combat_state;return [g.current_hp,c.player.energy,c.hand.map(c=>c.name),c.monsters.map(m=>[m.current_hp,m.block,m.intent,m.move_adjusted_damage,m.move_hits,m.powers.map(p=>p.name+p.amount)])]
Inputs played
Played PLAY 2
Played PLAY 2 00:00:00.5 in-game
Played END
Played END 00:00:03.3 in-game
Played WAIT 40
Played WAIT 40 00:00:00.6 in-game
1 45
2 3
3 BashStrikeHemokinesisShrug It OffDefend
4
1 items
1
6 items
1 82
2 0
3 ATTACK_BUFF
4 8
5 2
6 Sharp Hide3
Model
Guardian 82 HP, ik 45.
slay_the_spire_exec2 inputs played · 00:00:00.6 in-game
await sts.play(4);let s=await sts.state();let c=s.game_state.combat_state;return c.hand.map(c=>c.name)
Inputs played
Played PLAY 4
Played PLAY 4 00:00:00.6 in-game
BashStrikeHemokinesisDefendAnger
slay_the_spire_exec8 inputs played · 00:00:04.4 in-game
await sts.play(1,0);await sts.wait(10);let s=await sts.state();let c=s.game_state.combat_state;let r=[s.game_state.current_hp,c.player.energy,c.player.block,c.hand.map(c=>c.name),c.monsters[0].current_hp];await sts.end();await sts.wait(40);s=await sts.state();const g=s.game_state;c=g.combat_state;return [r,g.current_hp,c.player.energy,c.hand.map(c=>c.name),c.monsters.map(m=>[m.current_hp,m.block,m.intent,m.move_adjusted_damage,m.move_hits,m.powers.map(p=>p.name+p.amount)])]
Inputs played
Played PLAY 1 0
Played PLAY 1 0 00:00:00.6 in-game
Played WAIT 10
Played WAIT 10 00:00:00.1 in-game
Played END
Played END 00:00:02.9 in-game
Played WAIT 40
Played WAIT 40 00:00:00.6 in-game
1
5 items
1 45
2 0
3 5
4 StrikeHemokinesisDefendAnger
5 74
2 34
3 3
4 DefendDefendStrikeDefendPerfected Strike
5
1 items
1
6 items
1 74
2 0
3 ATTACK
4 5
5 4
6 Vulnerable1Mode Shift50
Model
Plan: Perfected Strike, dan Liquid Memories om hem terug te halen voor 0 energie, plus Strike. Dat forceert Mode Shift vóór de Whirlwind.
slay_the_spire_exec4 inputs played · 00:00:00.7 in-game
await sts.play(5,0);await sts.wait(10);let s=await sts.state();const g=s.game_state;return [g.potions.map(p=>p.name),g.combat_state.monsters[0].current_hp,g.combat_state.hand.map(c=>c.name)]
Inputs played
Played PLAY 5 0
Played PLAY 5 0 00:00:00.6 in-game
Played WAIT 10
Played WAIT 10 00:00:00.1 in-game
1 Ancient PotionLiquid MemoriesSwift Potion
2 47
3 DefendDefendStrikeDefend
slay_the_spire_exec4 inputs played · 00:00:00.3 in-game
await sts.potion("use",1);await sts.wait(20);let s=await sts.state();const g=s.game_state;return [g.screen_type,g.screen_state,g.choice_list,s.available_commands]
Inputs played
Played POTION use 1
Played POTION use 1 00:00:00.0 in-game
Played WAIT 20
Played WAIT 20 00:00:00.3 in-game
What came back 2 544 characters
1 GRID
2
cards
7 items
1
11 fields
exhausts
no
is_playable
yes
cost
1
name
Shrug It Off
id
Shrug It Off
type
SKILL
ethereal
no
uuid
[ID]
upgrades
0
rarity
COMMON
has_target
no
2
11 fields
exhausts
no
is_playable
no
cost
2
name
Bash
id
Bash
type
ATTACK
ethereal
no
uuid
[ID]
upgrades
0
rarity
BASIC
has_target
yes
3
11 fields
exhausts
no
is_playable
yes
cost
0
name
Anger
id
Anger
type
ATTACK
ethereal
no
uuid
[ID]
upgrades
0
rarity
COMMON
has_target
yes
4
11 fields
exhausts
no
is_playable
yes
cost
1
name
Defend
id
Defend_R
type
SKILL
ethereal
no
uuid
[ID]
upgrades
0
rarity
BASIC
has_target
no
5
11 fields
exhausts
no
is_playable
yes
cost
1
name
Hemokinesis
id
Hemokinesis
type
ATTACK
ethereal
no
uuid
[ID]
upgrades
0
rarity
UNCOMMON
has_target
yes
6
11 fields
exhausts
no
is_playable
yes
cost
1
name
Strike
id
Strike_R
type
ATTACK
ethereal
no
uuid
[ID]
upgrades
0
rarity
BASIC
has_target
yes
7
11 fields
exhausts
no
is_playable
no
cost
2
name
Perfected Strike
id
Perfected Strike
type
ATTACK
ethereal
no
uuid
[ID]
upgrades
0
rarity
COMMON
has_target
yes
selected_cards
none
for_transform
no
confirm_up
no
any_number
no
for_upgrade
no
num_cards
1
for_purge
no
3 shrug it offbashangerdefendhemokinesisstrikeperfected strike
4 choosepotionkeyclickwaitstate
slay_the_spire_exec4 inputs played · 00:00:00.6 in-game
await sts.choose("perfected strike");await sts.wait(20);let s=await sts.state();if(s.available_commands.includes('confirm')){await sts.confirm();await sts.wait(10);s=await sts.state();}const c=s.game_state.combat_state;return [s.available_commands,c.player.energy,c.hand.map(c=>c.name+'/'+c.cost)]
Inputs played
Played CHOOSE perfected strike
Played CHOOSE perfected strike 00:00:00.2 in-game
Played WAIT 20
Played WAIT 20 00:00:00.3 in-game
1 playendpotionkeyclickwaitstate
2 1
3 Defend/1Defend/1Strike/1Defend/1Perfected Strike/0
slay_the_spire_exec8 inputs played · 00:00:02.0 in-game
await sts.play(3,0);await sts.wait(10);await sts.play(4,0);await sts.wait(30);let s=await sts.state();const c=s.game_state.combat_state;return [s.game_state.current_hp,c.player.energy,c.hand.map(c=>c.name),c.monsters.map(m=>[m.current_hp,m.block,m.intent,m.move_adjusted_damage,m.powers.map(p=>p.name+p.amount)])]
Inputs played
Played PLAY 3 0
Played PLAY 3 0 00:00:00.5 in-game
Played WAIT 10
Played WAIT 10 00:00:00.1 in-game
Played PLAY 4 0
Played PLAY 4 0 00:00:00.8 in-game
Played WAIT 30
Played WAIT 30 00:00:00.4 in-game
1 34
2 0
3 DefendDefendDefend
4
1 items
1
5 items
1 2
2 20
3 BUFF
4 -1
5 Vulnerable1
Model
Guardian op 2 HP en in Defensive Mode; volgende beurt afmaken.
slay_the_spire_exec4 inputs played · 00:00:03.4 in-game
await sts.end();await sts.wait(40);let s=await sts.state();const c=s.game_state.combat_state;return [s.game_state.current_hp,c.player.energy,c.hand.map(c=>c.name),c.monsters.map(m=>[m.current_hp,m.block,m.intent,m.move_adjusted_damage,m.powers.map(p=>p.name+p.amount)])]
Inputs played
Played END
Played END 00:00:02.7 in-game
Played WAIT 40
Played WAIT 40 00:00:00.6 in-game
1 34
2 3
3 True GritStrikeTwin StrikeStrikeWhirlwind
4
1 items
1
5 items
1 2
2 0
3 ATTACK
4 9
5 Sharp Hide3
Game saved (interval)
slay_the_spire_exec3 inputs played · 00:00:02.1 in-game
await sts.play(2,0);await sts.wait(60);let s=await sts.state();const g=s.game_state;return [g.screen_type,g.current_hp,g.screen_state,s.available_commands]
Inputs played
Played PLAY 2 0
Played PLAY 2 0 00:00:02.1 in-game
Played WAIT 60
The user doesn't want to proceed with this tool use. The tool use was rejected (eg. if it was a file edit, the new_string was NOT written to the file). STOP what you are doing and wait for the user to tell you how to proceed. Note: The user's next message may contain a correction or preference. Pay close attention — if they explain what went wrong or how they'd prefer you to work, consider saving that to memory for future sessions.
Act 1 boss
Act 1 boss chapter
Victory · Victory (Act 1 boss) (act 1, floor 16)
Prompt
[Request interrupted by user for tool use]
Game saved (milestone Act 1 boss)
Game saved (milestone end of session)
Run ended: completed · claude -p exited with 0; 203 assistant turns; cost $1.68; error_during_execution; game over: Victory (Act 1 boss)
Recording stopped after 00:10:14