.agents/skills/merchant/SKILL.md
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`.
npx skillsauth add IgorWarzocha/AI-plays-Slay-The-Spire-2 merchantInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
3 of 9 scanners reported clean
Some scanners were skipped, did not run, or reported a non-clean status. Review each row below.
Use this as the shop decision workflow for STS2 runs.
Shops are hard.
--hard for merchant reads by default.--easy for shop decisions unless you are only confirming a single already-settled follow-through.--full only if the shop surface looks inconsistent or a state/export bug is suspected.Interpret the modes like this:
--easy is the execution surface for an already-settled shop line.--hard is the planning surface for actually deciding what to buy, skip, remove, or leave behind.Reason: merchant choices are dense and expensive. They combine gold, path pressure, deck shape, relic text, potion slots, and opportunity cost, so the compact view is usually too lossy for real shop decisions.
Read these before acting:
/home/igorw/Work/STS2/.agents/skills/merchant/references/heuristics.md/home/igorw/Work/STS2/.agents/skills/act-start/references/planning.md/home/igorw/Work/STS2/.agents/skills/act-start/references/rewards-and-deck-shape.md/home/igorw/Work/STS2/vault/runsIf the next node is an elite or boss, also read:
/home/igorw/Work/STS2/.agents/skills/boss-and-elite-fights/SKILL.md--hardKeep this skill short and practical. Move durable shopping heuristics into the owned references, then tighten this workflow when better shop patterns are discovered.
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.
testing
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.