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.
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
111 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
211 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
311 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
411 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
511 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
611 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
711 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
113 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
13 fields
- amount
- 1
- name
- Artifact
- id
- Artifact
213 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
13 fields
- amount
- 1
- name
- Artifact
- id
- Artifact
313 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
13 fields
- amount
- 1
- name
- Artifact
- id
- Artifact
- turn
- 1
- limbo
- none
- hand
5 items
111 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
211 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
311 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
411 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
511 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
111 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
211 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
311 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
411 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
511 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
611 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
711 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
811 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
911 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
1011 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
1111 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
1211 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
13 fields
- name
- Burning Blood
- id
- Burning Blood
- counter
- -1
23 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
15 fields
- requires_target
- no
- can_use
- yes
- can_discard
- yes
- name
- Ancient Potion
- id
- Ancient Potion
25 fields
- requires_target
- no
- can_use
- no
- can_discard
- no
- name
- Potion Slot
- id
- Potion Slot
35 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
15 fields
- symbol
- M
- children
1 items
12 fields
- x
- 0
- y
- 1
- x
- 0
- y
- 0
- parents
- none
25 fields
- symbol
- M
- children
1 items
12 fields
- x
- 1
- y
- 1
- x
- 1
- y
- 0
- parents
- none
35 fields
- symbol
- M
- children
1 items
12 fields
- x
- 6
- y
- 1
- x
- 5
- y
- 0
- parents
- none
45 fields
- symbol
- M
- children
2 items
12 fields
- x
- 0
- y
- 2
22 fields
- x
- 1
- y
- 2
- x
- 0
- y
- 1
- parents
- none
55 fields
- symbol
- ?
- children
1 items
12 fields
- x
- 1
- y
- 2
- x
- 1
- y
- 1
- parents
- none
65 fields
- symbol
- $
- children
1 items
12 fields
- x
- 5
- y
- 2
- x
- 6
- y
- 1
- parents
- none
75 fields
- symbol
- M
- children
2 items
12 fields
- x
- 0
- y
- 3
22 fields
- x
- 1
- y
- 3
- x
- 0
- y
- 2
- parents
- none
85 fields
- symbol
- ?
- children
2 items
12 fields
- x
- 1
- y
- 3
22 fields
- x
- 2
- y
- 3
- x
- 1
- y
- 2
- parents
- none
95 fields
- symbol
- M
- children
1 items
12 fields
- x
- 6
- y
- 3
- x
- 5
- y
- 2
- parents
- none
105 fields
- symbol
- M
- children
1 items
12 fields
- x
- 0
- y
- 4
- x
- 0
- y
- 3
- parents
- none
115 fields
- symbol
- $
- children
2 items
12 fields
- x
- 0
- y
- 4
22 fields
- x
- 2
- y
- 4
- x
- 1
- y
- 3
- parents
- none
125 fields
- symbol
- M
- children
1 items
12 fields
- x
- 3
- y
- 4
- x
- 2
- y
- 3
- parents
- none
135 fields
- symbol
- M
- children
1 items
12 fields
- x
- 6
- y
- 4
- x
- 6
- y
- 3
- parents
- none
145 fields
- symbol
- M
- children
1 items
12 fields
- x
- 0
- y
- 5
- x
- 0
- y
- 4
- parents
- none
155 fields
- symbol
- ?
- children
1 items
12 fields
- x
- 1
- y
- 5
- x
- 2
- y
- 4
- parents
- none
165 fields
- symbol
- M
- children
1 items
12 fields
- x
- 4
- y
- 5
- x
- 3
- y
- 4
- parents
- none
175 fields
- symbol
- M
- children
1 items
12 fields
- x
- 6
- y
- 5
- x
- 6
- y
- 4
- parents
- none
185 fields
- symbol
- E
- children
1 items
12 fields
- x
- 0
- y
- 6
- x
- 0
- y
- 5
- parents
- none
195 fields
- symbol
- R
- children
1 items
12 fields
- x
- 1
- y
- 6
- x
- 1
- y
- 5
- parents
- none
205 fields
- symbol
- R
- children
1 items
12 fields
- x
- 4
- y
- 6
- x
- 4
- y
- 5
- parents
- none
215 fields
- symbol
- R
- children
1 items
12 fields
- x
- 6
- y
- 6
- x
- 6
- y
- 5
- parents
- none
225 fields
- symbol
- R
- children
1 items
12 fields
- x
- 0
- y
- 7
- x
- 0
- y
- 6
- parents
- none
235 fields
- symbol
- E
- children
1 items
12 fields
- x
- 0
- y
- 7
- x
- 1
- y
- 6
- parents
- none
245 fields
- symbol
- M
- children
1 items
12 fields
- x
- 4
- y
- 7
- x
- 4
- y
- 6
- parents
- none
255 fields
- symbol
- ?
- children
1 items
12 fields
- x
- 5
- y
- 7
- x
- 6
- y
- 6
- parents
- none
265 fields
- symbol
- M
- children
2 items
12 fields
- x
- 0
- y
- 8
22 fields
- x
- 1
- y
- 8
- x
- 0
- y
- 7
- parents
- none
275 fields
- symbol
- M
- children
1 items
12 fields
- x
- 5
- y
- 8
- x
- 4
- y
- 7
- parents
- none
285 fields
- symbol
- ?
- children
1 items
12 fields
- x
- 6
- y
- 8
- x
- 5
- y
- 7
- parents
- none
295 fields
- symbol
- T
- children
2 items
12 fields
- x
- 0
- y
- 9
22 fields
- x
- 1
- y
- 9
- x
- 0
- y
- 8
- parents
- none
305 fields
- symbol
- T
- children
1 items
12 fields
- x
- 2
- y
- 9
- x
- 1
- y
- 8
- parents
- none
315 fields
- symbol
- T
- children
1 items
12 fields
- x
- 4
- y
- 9
- x
- 5
- y
- 8
- parents
- none
325 fields
- symbol
- T
- children
1 items
12 fields
- x
- 5
- y
- 9
- x
- 6
- y
- 8
- parents
- none
335 fields
- symbol
- M
- children
1 items
12 fields
- x
- 0
- y
- 10
- x
- 0
- y
- 9
- parents
- none
345 fields
- symbol
- $
- children
1 items
12 fields
- x
- 0
- y
- 10
- x
- 1
- y
- 9
- parents
- none
355 fields
- symbol
- M
- children
1 items
12 fields
- x
- 2
- y
- 10
- x
- 2
- y
- 9
- parents
- none
365 fields
- symbol
- M
- children
1 items
12 fields
- x
- 4
- y
- 10
- x
- 4
- y
- 9
- parents
- none
375 fields
- symbol
- R
- children
1 items
12 fields
- x
- 4
- y
- 10
- x
- 5
- y
- 9
- parents
- none
385 fields
- symbol
- M
- children
1 items
12 fields
- x
- 1
- y
- 11
- x
- 0
- y
- 10
- parents
- none
395 fields
- symbol
- ?
- children
2 items
12 fields
- x
- 2
- y
- 11
22 fields
- x
- 3
- y
- 11
- x
- 2
- y
- 10
- parents
- none
405 fields
- symbol
- M
- children
2 items
12 fields
- x
- 3
- y
- 11
22 fields
- x
- 4
- y
- 11
- x
- 4
- y
- 10
- parents
- none
415 fields
- symbol
- ?
- children
2 items
12 fields
- x
- 0
- y
- 12
22 fields
- x
- 2
- y
- 12
- x
- 1
- y
- 11
- parents
- none
425 fields
- symbol
- E
- children
1 items
12 fields
- x
- 2
- y
- 12
- x
- 2
- y
- 11
- parents
- none
435 fields
- symbol
- M
- children
2 items
12 fields
- x
- 3
- y
- 12
22 fields
- x
- 4
- y
- 12
- x
- 3
- y
- 11
- parents
- none
445 fields
- symbol
- E
- children
1 items
12 fields
- x
- 5
- y
- 12
- x
- 4
- y
- 11
- parents
- none
455 fields
- symbol
- ?
- children
1 items
12 fields
- x
- 1
- y
- 13
- x
- 0
- y
- 12
- parents
- none
465 fields
- symbol
- M
- children
2 items
12 fields
- x
- 2
- y
- 13
22 fields
- x
- 3
- y
- 13
- x
- 2
- y
- 12
- parents
- none
475 fields
- symbol
- ?
- children
1 items
12 fields
- x
- 3
- y
- 13
- x
- 3
- y
- 12
- parents
- none
485 fields
- symbol
- M
- children
1 items
12 fields
- x
- 4
- y
- 13
- x
- 4
- y
- 12
- parents
- none
495 fields
- symbol
- ?
- children
1 items
12 fields
- x
- 5
- y
- 13
- x
- 5
- y
- 12
- parents
- none
505 fields
- symbol
- ?
- children
1 items
12 fields
- x
- 0
- y
- 14
- x
- 1
- y
- 13
- parents
- none
515 fields
- symbol
- ?
- children
1 items
12 fields
- x
- 2
- y
- 14
- x
- 2
- y
- 13
- parents
- none
525 fields
- symbol
- M
- children
1 items
12 fields
- x
- 2
- y
- 14
- x
- 3
- y
- 13
- parents
- none
535 fields
- symbol
- M
- children
1 items
12 fields
- x
- 3
- y
- 14
- x
- 4
- y
- 13
- parents
- none
545 fields
- symbol
- M
- children
1 items
12 fields
- x
- 6
- y
- 14
- x
- 5
- y
- 13
- parents
- none
555 fields
- symbol
- R
- children
1 items
12 fields
- x
- 3
- y
- 16
- x
- 0
- y
- 14
- parents
- none
565 fields
- symbol
- R
- children
1 items
12 fields
- x
- 3
- y
- 16
- x
- 2
- y
- 14
- parents
- none
575 fields
- symbol
- R
- children
1 items
12 fields
- x
- 3
- y
- 16
- x
- 3
- y
- 14
- parents
- none
585 fields
- symbol
- R
- children
1 items
12 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
13 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
13 fields
- amount
- 1
- name
- Evolve
- id
- Evolve
- energy
- 3
- monsters
3 items
13 fields
- hp
- 41
- intent
- ATTACK
- dmg
- 9
23 fields
- hp
- 26
- intent
- DEBUFF
- dmg
- -1
33 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
13 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
13 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
13 fields
- amount
- 1
- name
- Evolve
- id
- Evolve
- energy
- 3
- monsters
3 items
13 fields
- hp
- 41
- intent
- DEBUFF
- dmg
- -1
23 fields
- hp
- 26
- intent
- ATTACK
- dmg
- 9
33 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
13 fields
- amount
- 1
- name
- Artifact
- id
- Artifact
2
- hp
- 16
- powers
- none
3
- hp
- 40
- powers
1 items
13 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
13 fields
- amount
- 1
- name
- Evolve
- id
- Evolve
- energy
- 3
- monsters
3 items
13 fields
- hp
- 41
- intent
- ATTACK
- dmg
- 9
23 fields
- hp
- 10
- intent
- DEBUFF
- dmg
- -1
33 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
13 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
13 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
13 fields
- amount
- 1
- name
- Evolve
- id
- Evolve
- energy
- 3
- monsters
3 items
13 fields
- hp
- 41
- intent
- DEBUFF
- dmg
- -1
23 fields
- hp
- 10
- intent
- ATTACK
- dmg
- 9
33 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
13 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
13 fields
- amount
- 1
- name
- Evolve
- id
- Evolve
- energy
- 3
- monsters
3 items
13 fields
- hp
- 41
- intent
- ATTACK
- dmg
- 9
23 fields
- hp
- 0
- intent
- ATTACK
- dmg
- 9
33 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
13 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