.agents/skills/combat/SKILL.md
Use this for combat turn planning and execution. Trigger it before taking combat turns, when deciding whether a turn is easy or hard, when a fight presents setup vs tempo tension, when cost changes or free-card effects appear, and whenever you need general combat heuristics that are not boss-or-elite specific.
npx skillsauth add IgorWarzocha/AI-plays-Slay-The-Spire-2 combatInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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Use this as the default fight workflow for STS2 turns.
Read these before acting:
/home/igorw/Work/STS2/.agents/skills/combat/references/heuristics.md/home/igorw/Work/STS2/.agents/skills/combat/references/mechanics.md/home/igorw/Work/STS2/vault/runsIf the run is Ironclad, also read:
/home/igorw/Work/STS2/.agents/skills/ironclad/SKILL.mdIf the fight is an elite or boss, also read:
/home/igorw/Work/STS2/.agents/skills/boss-and-elite-fights/SKILL.md--hard--easy: use this when the next decision is genuinely simple and the turn is mostly execution. Treat this as a compressed execution surface: it should be biased toward immediate choices, obvious follow-through, and low-ambiguity state.--hard: use this when the turn is genuinely strategic, branching, dangerous, or information-dense. Treat this as the planning surface: it should be biased toward preserving the context needed for meaningful combat reasoning.--full: raw debug dump. Use this only when the structured surfaces are insufficient or a surface/export bug is suspected.Default posture:
--easy for obvious follow-through, cleanup turns, routine confirmation after safe plays, and any turn where the correct line is already known--hard before meaningful planning, potion decisions, unusual mechanics, elites, bosses, or any uncertain lethal/survival math--easy read leads into new draw, generated cards, cost changes, a prompt, changed targeting, or any branch you did not already understand, stop and re-read with --hard--full only for debugging or surface validationAnother way to phrase it:
--easy answers: "What are my immediate choices, and is this turn already solved?"--hard answers: "What do I need to know to plan this turn correctly?"Do not expect --easy to carry every stable detail. It is intentionally more filtered. If the line depends on richer context, that is a sign to switch to --hard, not a reason to force --easy to behave like a planning read.
The important distinction is not just combat vs non-combat, but easy turn vs hard turn. A combat turn can start easy and become hard mid-turn.
The inverse is also true: a turn in an elite or boss fight can start hard, become solved, and then become easy execution. Once the meaningful planning is done, stop rereading like it is still a hard turn.
--batch is the opt-in for business-as-usual sequencing. It is allowed to include combat.end_turn as the tail action.Important clarification:
--batch is not a rare special case.Use --batch only when all of the following are true:
Examples:
combat.end_turn is just closing the turn.--hard read in an elite, the rest of the turn is just executing a known line with no draw, no prompts, no cost changes, and no target uncertainty. Batch it.combat.end_turn.Practical rule:
--batch past temporary free cards, cost changes, draw effects, or uncertain kill math.Keep this skill short. Move durable lessons into the owned references, then refine this workflow when repeated combat mistakes or better patterns appear.
development
Use this when the current screen is a merchant or when planning a shop line from map pressure, gold, deck state, relics, and potions. Trigger it before buying, before leaving a shop, and when a forced elite or boss makes the shop an immediate survival checkpoint. Shops are hard decisions, so prefer reading them with `--hard`.
testing
Use this when playing in this repo and you need to keep the run log, reference notes, mechanic notes, and strategy notes updated as durable learning. Trigger it during live runs, immediately after meaningful floors, immediately after elite or boss fights and boss rewards, when a new boss/elite/event/mechanic appears, when a fight needs STS1 parallels to understand what it is testing, and when ending a run so the post mortem can be reconciled against Compendium -> Run History before the final rewrite.
testing
Use this when the current run is Ironclad. Trigger it on new runs, after automated compaction summaries, and for Ironclad card, route, shop, reward, and combat decisions.
development
Use this when the current screen is an event or when planning an event line from the real run state. Trigger it before choosing any event option, especially when the event offers generated cards, relics, gold-for-HP trades, removes, transforms, or branch-defining risk/value choices.