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Log

The agent's sanitised log, as published in the bundle. Images, reasoning, host context, machine paths and identifiers were removed by the tooling before publication.

81 messages316 tool calls493 harness eventsTimes are measured from the start of the recording.

Showing the section “Human: goal extended from act1 to act3”: 130 of 1 206 records. Show the whole log

Human: goal extended from act1 to act3
Human intervention: goal extended from act1 to act3
Goal changed from act1 to act3
Run resumed, segment 2 · claude-sonnet-5 on claude-code
Model
No response requested.
Prompt
The harness has resumed this run with a larger goal: Act 3 boss. The game was restored to your last save state, in the same paused condition. Continue from there.
Model
Resuming the run — checking current game state before continuing toward Act 3.
slay_the_spire_exec
const s = await sts.state();
return { screen_type: s.game_state.screen_type, choice_list: s.game_state.choice_list, floor: s.game_state.floor, act: s.game_state.act, hp: s.game_state.current_hp, max_hp: s.game_state.max_hp, gold: s.game_state.gold };
screen_type
NONE
floor
7
act
1
hp
85
max_hp
85
gold
127
Floor 7
slay_the_spire_exec
const s = await sts.state();
return s.game_state;
What came back 20 013 characters
screen_type
NONE
screen_state
none
seed
2 577
combat_state
draw_pile
7 items
1
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
2
11 fields
exhausts
no
is_playable
yes
cost
2
name
Bash+
id
Bash
type
ATTACK
ethereal
no
uuid
[ID]
upgrades
1
rarity
BASIC
has_target
yes
3
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
4
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
5
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
6
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
7
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
discard_pile
none
exhaust_pile
none
cards_discarded_this_turn
0
times_damaged
0
monsters
3 items
1
13 fields
is_gone
no
move_hits
1
move_base_damage
-1
half_dead
no
move_adjusted_damage
-1
max_hp
41
intent
DEBUG
move_id
3
name
Sentry
current_hp
41
block
0
id
Sentry
powers
1 items
1
3 fields
amount
1
name
Artifact
id
Artifact
2
13 fields
is_gone
no
move_hits
1
move_base_damage
9
half_dead
no
move_adjusted_damage
9
max_hp
38
intent
DEBUG
move_id
4
name
Sentry
current_hp
38
block
0
id
Sentry
powers
1 items
1
3 fields
amount
1
name
Artifact
id
Artifact
3
13 fields
is_gone
no
move_hits
1
move_base_damage
-1
half_dead
no
move_adjusted_damage
-1
max_hp
40
intent
DEBUG
move_id
3
name
Sentry
current_hp
40
block
0
id
Sentry
powers
1 items
1
3 fields
amount
1
name
Artifact
id
Artifact
turn
1
limbo
none
hand
5 items
1
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
2
11 fields
exhausts
no
is_playable
yes
cost
1
name
Evolve
id
Evolve
type
POWER
ethereal
no
uuid
[ID]
upgrades
0
rarity
UNCOMMON
has_target
no
3
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
4
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
5
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
player
6 fields
orbs
none
current_hp
85
block
0
max_hp
85
powers
none
energy
3
deck
12 items
1
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
2
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
3
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
4
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
5
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
6
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
7
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
8
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
9
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
10
11 fields
exhausts
no
is_playable
yes
cost
2
name
Bash+
id
Bash
type
ATTACK
ethereal
no
uuid
[ID]
upgrades
1
rarity
BASIC
has_target
yes
11
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
12
11 fields
exhausts
no
is_playable
yes
cost
1
name
Evolve
id
Evolve
type
POWER
ethereal
no
uuid
[ID]
upgrades
0
rarity
UNCOMMON
has_target
no
relics
2 items
1
3 fields
name
Burning Blood
id
Burning Blood
counter
-1
2
3 fields
name
Neow's Lament
id
NeowsBlessing
counter
-2
max_hp
85
act_boss
The Guardian
gold
127
action_phase
WAITING_ON_USER
act
1
screen_name
NONE
room_phase
COMBAT
is_screen_up
no
potions
3 items
1
5 fields
requires_target
no
can_use
yes
can_discard
yes
name
Ancient Potion
id
Ancient Potion
2
5 fields
requires_target
no
can_use
no
can_discard
no
name
Potion Slot
id
Potion Slot
3
5 fields
requires_target
no
can_use
no
can_discard
no
name
Potion Slot
id
Potion Slot
current_hp
85
floor
7
ascension_level
0
class
IRONCLAD
map
58 items
1
5 fields
symbol
M
children
1 items
1
2 fields
x
0
y
1
x
0
y
0
parents
none
2
5 fields
symbol
M
children
1 items
1
2 fields
x
1
y
1
x
1
y
0
parents
none
3
5 fields
symbol
M
children
1 items
1
2 fields
x
6
y
1
x
5
y
0
parents
none
4
5 fields
symbol
M
children
2 items
1
2 fields
x
0
y
2
2
2 fields
x
1
y
2
x
0
y
1
parents
none
5
5 fields
symbol
?
children
1 items
1
2 fields
x
1
y
2
x
1
y
1
parents
none
6
5 fields
symbol
$
children
1 items
1
2 fields
x
5
y
2
x
6
y
1
parents
none
7
5 fields
symbol
M
children
2 items
1
2 fields
x
0
y
3
2
2 fields
x
1
y
3
x
0
y
2
parents
none
8
5 fields
symbol
?
children
2 items
1
2 fields
x
1
y
3
2
2 fields
x
2
y
3
x
1
y
2
parents
none
9
5 fields
symbol
M
children
1 items
1
2 fields
x
6
y
3
x
5
y
2
parents
none
10
5 fields
symbol
M
children
1 items
1
2 fields
x
0
y
4
x
0
y
3
parents
none
11
5 fields
symbol
$
children
2 items
1
2 fields
x
0
y
4
2
2 fields
x
2
y
4
x
1
y
3
parents
none
12
5 fields
symbol
M
children
1 items
1
2 fields
x
3
y
4
x
2
y
3
parents
none
13
5 fields
symbol
M
children
1 items
1
2 fields
x
6
y
4
x
6
y
3
parents
none
14
5 fields
symbol
M
children
1 items
1
2 fields
x
0
y
5
x
0
y
4
parents
none
15
5 fields
symbol
?
children
1 items
1
2 fields
x
1
y
5
x
2
y
4
parents
none
16
5 fields
symbol
M
children
1 items
1
2 fields
x
4
y
5
x
3
y
4
parents
none
17
5 fields
symbol
M
children
1 items
1
2 fields
x
6
y
5
x
6
y
4
parents
none
18
5 fields
symbol
E
children
1 items
1
2 fields
x
0
y
6
x
0
y
5
parents
none
19
5 fields
symbol
R
children
1 items
1
2 fields
x
1
y
6
x
1
y
5
parents
none
20
5 fields
symbol
R
children
1 items
1
2 fields
x
4
y
6
x
4
y
5
parents
none
21
5 fields
symbol
R
children
1 items
1
2 fields
x
6
y
6
x
6
y
5
parents
none
22
5 fields
symbol
R
children
1 items
1
2 fields
x
0
y
7
x
0
y
6
parents
none
23
5 fields
symbol
E
children
1 items
1
2 fields
x
0
y
7
x
1
y
6
parents
none
24
5 fields
symbol
M
children
1 items
1
2 fields
x
4
y
7
x
4
y
6
parents
none
25
5 fields
symbol
?
children
1 items
1
2 fields
x
5
y
7
x
6
y
6
parents
none
26
5 fields
symbol
M
children
2 items
1
2 fields
x
0
y
8
2
2 fields
x
1
y
8
x
0
y
7
parents
none
27
5 fields
symbol
M
children
1 items
1
2 fields
x
5
y
8
x
4
y
7
parents
none
28
5 fields
symbol
?
children
1 items
1
2 fields
x
6
y
8
x
5
y
7
parents
none
29
5 fields
symbol
T
children
2 items
1
2 fields
x
0
y
9
2
2 fields
x
1
y
9
x
0
y
8
parents
none
30
5 fields
symbol
T
children
1 items
1
2 fields
x
2
y
9
x
1
y
8
parents
none
31
5 fields
symbol
T
children
1 items
1
2 fields
x
4
y
9
x
5
y
8
parents
none
32
5 fields
symbol
T
children
1 items
1
2 fields
x
5
y
9
x
6
y
8
parents
none
33
5 fields
symbol
M
children
1 items
1
2 fields
x
0
y
10
x
0
y
9
parents
none
34
5 fields
symbol
$
children
1 items
1
2 fields
x
0
y
10
x
1
y
9
parents
none
35
5 fields
symbol
M
children
1 items
1
2 fields
x
2
y
10
x
2
y
9
parents
none
36
5 fields
symbol
M
children
1 items
1
2 fields
x
4
y
10
x
4
y
9
parents
none
37
5 fields
symbol
R
children
1 items
1
2 fields
x
4
y
10
x
5
y
9
parents
none
38
5 fields
symbol
M
children
1 items
1
2 fields
x
1
y
11
x
0
y
10
parents
none
39
5 fields
symbol
?
children
2 items
1
2 fields
x
2
y
11
2
2 fields
x
3
y
11
x
2
y
10
parents
none
40
5 fields
symbol
M
children
2 items
1
2 fields
x
3
y
11
2
2 fields
x
4
y
11
x
4
y
10
parents
none
41
5 fields
symbol
?
children
2 items
1
2 fields
x
0
y
12
2
2 fields
x
2
y
12
x
1
y
11
parents
none
42
5 fields
symbol
E
children
1 items
1
2 fields
x
2
y
12
x
2
y
11
parents
none
43
5 fields
symbol
M
children
2 items
1
2 fields
x
3
y
12
2
2 fields
x
4
y
12
x
3
y
11
parents
none
44
5 fields
symbol
E
children
1 items
1
2 fields
x
5
y
12
x
4
y
11
parents
none
45
5 fields
symbol
?
children
1 items
1
2 fields
x
1
y
13
x
0
y
12
parents
none
46
5 fields
symbol
M
children
2 items
1
2 fields
x
2
y
13
2
2 fields
x
3
y
13
x
2
y
12
parents
none
47
5 fields
symbol
?
children
1 items
1
2 fields
x
3
y
13
x
3
y
12
parents
none
48
5 fields
symbol
M
children
1 items
1
2 fields
x
4
y
13
x
4
y
12
parents
none
49
5 fields
symbol
?
children
1 items
1
2 fields
x
5
y
13
x
5
y
12
parents
none
50
5 fields
symbol
?
children
1 items
1
2 fields
x
0
y
14
x
1
y
13
parents
none
51
5 fields
symbol
?
children
1 items
1
2 fields
x
2
y
14
x
2
y
13
parents
none
52
5 fields
symbol
M
children
1 items
1
2 fields
x
2
y
14
x
3
y
13
parents
none
53
5 fields
symbol
M
children
1 items
1
2 fields
x
3
y
14
x
4
y
13
parents
none
54
5 fields
symbol
M
children
1 items
1
2 fields
x
6
y
14
x
5
y
13
parents
none
55
5 fields
symbol
R
children
1 items
1
2 fields
x
3
y
16
x
0
y
14
parents
none
56
5 fields
symbol
R
children
1 items
1
2 fields
x
3
y
16
x
2
y
14
parents
none
57
5 fields
symbol
R
children
1 items
1
2 fields
x
3
y
16
x
3
y
14
parents
none
58
5 fields
symbol
R
children
1 items
1
2 fields
x
3
y
16
x
6
y
14
parents
none
room_type
MonsterRoomElite
slay_the_spire_exec2 inputs played · 00:00:00.5 in-game
let s = await sts.play(2); // Evolve
return s.game_state.combat_state.player;
Inputs played
Played PLAY 2
Played PLAY 2 00:00:00.5 in-game
orbs
none
current_hp
85
block
0
max_hp
85
powers
1 items
1
3 fields
amount
1
name
Evolve
id
Evolve
energy
2
slay_the_spire_exec
const st = await sts.state();
return st.game_state.combat_state.hand.map(c=>c.name);
DefendStrikeStrikeDefend
slay_the_spire_exec4 inputs played · 00:00:00.7 in-game
let s = await sts.play(2, 1); // Strike on Sentry index1 (attacker)
s = await sts.play(2, 1); // second Strike
return s.game_state.combat_state.monsters.map(m=>m.current_hp);
Inputs played
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
412640
Model
No energy left. End turn.
slay_the_spire_exec2 inputs played · 00:00:04.7 in-game
let s = await sts.end();
return s.game_state.combat_state ? { player: s.game_state.combat_state.player, monsters: s.game_state.combat_state.monsters.map(m=>({hp:m.current_hp,intent:m.intent,dmg:m.move_adjusted_damage})) } : s.game_state;
Inputs played
Played END
Played END 00:00:04.7 in-game
What came back 449 characters
player
orbs
none
current_hp
76
block
0
max_hp
85
powers
1 items
1
3 fields
amount
1
name
Evolve
id
Evolve
energy
3
monsters
3 items
1
3 fields
hp
41
intent
ATTACK
dmg
9
2
3 fields
hp
26
intent
DEBUFF
dmg
-1
3
3 fields
hp
40
intent
ATTACK
dmg
9
slay_the_spire_exec
const st = await sts.state();
return st.game_state.combat_state.hand.map(c=>c.name);
Shrug It OffDefendDefendStrikeStrike
slay_the_spire_exec2 inputs played · 00:00:00.6 in-game
let s = await sts.play(1); // Shrug It Off
return s.game_state.combat_state.player;
Inputs played
Played PLAY 1
Played PLAY 1 00:00:00.6 in-game
orbs
none
current_hp
76
block
8
max_hp
85
powers
1 items
1
3 fields
amount
1
name
Evolve
id
Evolve
energy
2
slay_the_spire_exec
const st = await sts.state();
return st.game_state.combat_state.hand.map(c=>c.name);
DefendDefendStrikeStrikeBash+
slay_the_spire_exec4 inputs played · 00:00:01.0 in-game
let s = await sts.play(1); // Defend
s = await sts.play(1); // Defend again
return s.game_state.combat_state.player;
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
orbs
none
current_hp
76
block
18
max_hp
85
powers
1 items
1
3 fields
amount
1
name
Evolve
id
Evolve
energy
0
Model
Block 18 matches the incoming 18. End turn.
slay_the_spire_exec2 inputs played · 00:00:06.4 in-game
let s = await sts.end();
return s.game_state.combat_state ? { player: s.game_state.combat_state.player, monsters: s.game_state.combat_state.monsters.map(m=>({hp:m.current_hp,intent:m.intent,dmg:m.move_adjusted_damage})) } : s.game_state;
Inputs played
Played END
Played END 00:00:06.4 in-game
What came back 450 characters
player
orbs
none
current_hp
76
block
0
max_hp
85
powers
1 items
1
3 fields
amount
1
name
Evolve
id
Evolve
energy
3
monsters
3 items
1
3 fields
hp
41
intent
DEBUFF
dmg
-1
2
3 fields
hp
26
intent
ATTACK
dmg
9
3
3 fields
hp
40
intent
DEBUFF
dmg
-1
slay_the_spire_exec
const st = await sts.state();
return st.game_state.combat_state.hand.map(c=>c.name);
StrikeDefendDazedShrug It OffDazedDazedBash+Strike
slay_the_spire_exec2 inputs played · 00:00:00.9 in-game
let s = await sts.play(7, 1); // Bash+ on Sentry index1
return s.game_state.combat_state.monsters.map(m=>({hp:m.current_hp,powers:m.powers}));
Inputs played
Played PLAY 7 1
Played PLAY 7 1 00:00:00.9 in-game
1
hp
41
powers
1 items
1
3 fields
amount
1
name
Artifact
id
Artifact
2
hp
16
powers
none
3
hp
40
powers
1 items
1
3 fields
amount
1
name
Artifact
id
Artifact
slay_the_spire_exec
const st = await sts.state();
return st.game_state.combat_state.hand.map(c=>c.name);
StrikeDefendDazedShrug It OffDazedDazedStrike
slay_the_spire_exec2 inputs played · 00:00:00.4 in-game
let s = await sts.play(1, 1); // Strike on index1
return s.game_state.combat_state.monsters.map(m=>m.current_hp);
Inputs played
Played PLAY 1 1
Played PLAY 1 1 00:00:00.4 in-game
411040
Model
No energy left. End turn.
slay_the_spire_exec2 inputs played · 00:00:06.5 in-game
let s = await sts.end();
return s.game_state.combat_state ? { player: s.game_state.combat_state.player, monsters: s.game_state.combat_state.monsters.map(m=>({hp:m.current_hp,intent:m.intent,dmg:m.move_adjusted_damage})) } : s.game_state;
Inputs played
Played END
Played END 00:00:06.5 in-game
What came back 449 characters
player
orbs
none
current_hp
67
block
0
max_hp
85
powers
1 items
1
3 fields
amount
1
name
Evolve
id
Evolve
energy
3
monsters
3 items
1
3 fields
hp
41
intent
ATTACK
dmg
9
2
3 fields
hp
10
intent
DEBUFF
dmg
-1
3
3 fields
hp
40
intent
ATTACK
dmg
9
slay_the_spire_exec
const st = await sts.state();
return st.game_state.combat_state.hand.map(c=>c.name);
DazedDazedDefendDefendStrikeDefendDazedStrike
slay_the_spire_exec6 inputs played · 00:00:01.0 in-game
let s = await sts.play(3); // Defend
s = await sts.play(3); // Defend
s = await sts.play(3); // Defend
return s.game_state.combat_state.player;
Inputs played
Played PLAY 3
Played PLAY 3 00:00:00.5 in-game
Played PLAY 3
Played PLAY 3 00:00:00.4 in-game
Played PLAY 3
Played PLAY 3 00:00:00.0 in-game
Error: Slay the Spire refused "PLAY 3": Selected card requires an enemy target.
slay_the_spire_exec
const st = await sts.state();
return { hand: st.game_state.combat_state.hand.map(c=>c.name), player: st.game_state.combat_state.player };
Error: Cannot read properties of undefined (reading 'combat_state')
slay_the_spire_exec2 inputs played · 00:00:00.0 in-game
await sts.wait(1);
const st = await sts.state();
return st.game_state.combat_state ? { hand: st.game_state.combat_state.hand.map(c=>c.name), player: st.game_state.combat_state.player } : st.game_state;
Inputs played
Played WAIT 1
Played WAIT 1 00:00:00.0 in-game
hand
DazedDazedStrikeDefendDazedStrike
player
orbs
none
current_hp
67
block
10
max_hp
85
powers
1 items
1
3 fields
amount
1
name
Evolve
id
Evolve
energy
1
Model
Block 10, one Defend left in hand.
slay_the_spire_exec2 inputs played · 00:00:00.5 in-game
let s = await sts.play(4); // Defend
return s.game_state.combat_state.player;
Inputs played
Played PLAY 4
Played PLAY 4 00:00:00.5 in-game
orbs
none
current_hp
67
block
15
max_hp
85
powers
1 items
1
3 fields
amount
1
name
Evolve
id
Evolve
energy
0
Model
Block 15, no energy left. End turn.
slay_the_spire_exec2 inputs played · 00:00:07.1 in-game
let s = await sts.end();
return s.game_state.combat_state ? { player: s.game_state.combat_state.player, monsters: s.game_state.combat_state.monsters.map(m=>({hp:m.current_hp,intent:m.intent,dmg:m.move_adjusted_damage})) } : s.game_state;
Inputs played
Played END
Played END 00:00:07.1 in-game
What came back 450 characters
player
orbs
none
current_hp
64
block
0
max_hp
85
powers
1 items
1
3 fields
amount
1
name
Evolve
id
Evolve
energy
3
monsters
3 items
1
3 fields
hp
41
intent
DEBUFF
dmg
-1
2
3 fields
hp
10
intent
ATTACK
dmg
9
3
3 fields
hp
40
intent
DEBUFF
dmg
-1
slay_the_spire_exec
const st = await sts.state();
return st.game_state.combat_state.hand.map(c=>c.name);
StrikeDefendDefendStrikeShrug It Off
slay_the_spire_exec2 inputs played · 00:00:00.3 in-game
let s = await sts.play(1, 1); // Strike on index1 (10hp)
return s.game_state.combat_state.monsters.map(m=>({hp:m.current_hp, gone:m.is_gone}));
Inputs played
Played PLAY 1 1
Played PLAY 1 1 00:00:00.3 in-game
1
hp
41
gone
no
2
hp
4
gone
no
3
hp
40
gone
no
slay_the_spire_exec
const st = await sts.state();
return st.game_state.combat_state.hand.map(c=>c.name);
DefendDefendStrikeShrug It Off
slay_the_spire_exec2 inputs played · 00:00:00.3 in-game
let s = await sts.play(3, 1); // Strike to finish index1
return s.game_state.combat_state.monsters.map(m=>({hp:m.current_hp, gone:m.is_gone}));
Inputs played
Played PLAY 3 1
Played PLAY 3 1 00:00:00.3 in-game
1
hp
41
gone
no
2
hp
0
gone
yes
3
hp
40
gone
no
Model
Middle Sentry killed. Let's use remaining energy for block.
slay_the_spire_exec
const st = await sts.state();
return { hand: st.game_state.combat_state.hand.map(c=>c.name), energy: st.game_state.combat_state.player.energy };
hand
DefendDefendShrug It Off
energy
1
slay_the_spire_exec2 inputs played · 00:00:01.0 in-game
let s = await sts.play(3); // Shrug It Off
return s.game_state.combat_state.player;
Inputs played
Played PLAY 3
Played PLAY 3 00:00:01.0 in-game
orbs
none
current_hp
64
block
8
max_hp
85
powers
1 items
1
3 fields
amount
1
name
Evolve
id
Evolve
energy
0
Model
No energy left. End turn.
slay_the_spire_exec2 inputs played · 00:00:05.9 in-game
let s = await sts.end();
return s.game_state.combat_state ? { player: s.game_state.combat_state.player, monsters: s.game_state.combat_state.monsters.map(m=>({hp:m.current_hp,intent:m.intent,dmg:m.move_adjusted_damage})) } : s.game_state;
Inputs played
Played END
Played END 00:00:05.9 in-game
What came back 447 characters
player
orbs
none
current_hp
64
block
0
max_hp
85
powers
1 items
1
3 fields
amount
1
name
Evolve
id
Evolve
energy
3
monsters
3 items
1
3 fields
hp
41
intent
ATTACK
dmg
9
2
3 fields
hp
0
intent
ATTACK
dmg
9
3
3 fields
hp
40
intent
ATTACK
dmg
9
slay_the_spire_exec
const st = await sts.state();
return st.game_state.combat_state.hand.map(c=>c.name);
DazedDazedDazedDazedDefendStrikeDazedBash+StrikeStrike
slay_the_spire_exec2 inputs played · 00:00:00.9 in-game
let s = await sts.play(8, 0); // Bash+ on index0
return s.game_state.combat_state.monsters.map(m=>({hp:m.current_hp,powers:m.powers}));
Inputs played
Played PLAY 8 0
Played PLAY 8 0 00:00:00.9 in-game
1
hp
31
powers
none
2
hp
0
powers
none
3
hp
40
powers
1 items
1
3 fields
amount
1
name
Artifact
id
Artifact
slay_the_spire_exec
const st = await sts.state();
return st.game_state.combat_state.hand.map(c=>c.name);
DazedDazedDazedDazedDefendStrikeDazedStrikeStrike
slay_the_spire_exec2 inputs played · 00:00:00.3 in-game
let s = await sts.play(6, 0); // Strike on index0
return s.game_state.combat_state.monsters.map(m=>m.current_hp);
Inputs played
Played PLAY 6 0
Played PLAY 6 0 00:00:00.3 in-game
25040
Model
No energy left. End turn.
Prompt
[Request interrupted by user]
Game saved (milestone end of session)
Run ended: stopped · claude -p exited with 0; 56 assistant turns; cost $2.72; error_during_execution; time budget of 3 min reached; weekly budget 70% reached