2.0.0: Rudder.Core 2.0.0 DLL, samples and skill docs on slugs and environments
Claude-Session: https://claude.ai/code/session_01SMCvdwDmuxoaqGgvGBLk1V
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@@ -113,7 +113,7 @@ save format in a wrapper type.
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```csharp
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var stores = await client.Stores.ListAsync();
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var result = await client.Stores.PurchaseAsync(storeSlug, offerId);
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var result = await client.Stores.PurchaseAsync(storeSlug, offerSlug);
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if (result != null && result.Success != true) { /* result.Error */ }
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var items = await client.Inventory.GetAsync();
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```
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@@ -165,7 +165,7 @@ effects through the `On*` events.
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```csharp
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var quests = await client.Quests.ListAsync();
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await client.Quests.ClaimAsync(quest.Id);
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await client.Quests.ClaimAsync(quest.Slug);
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var completedIds = await client.Quests.ReportProgressAsync("kills", 1);
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```
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@@ -175,7 +175,7 @@ Store purchases already report `purchase.offer:<id>` / `purchase.item:<id>`.
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Progress is tied to a scenario battle-pass node. Prefer `BattlePassEffect`
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from `Effects.OnBattlePass` (it binds scenario/node/run ids). Direct
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`BattlePass.GetProgressAsync(scenarioId, nodeId)` needs those ids. Tracks:
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`BattlePass.GetProgressAsync(scenarioSlug, nodeId)` needs those ids. Tracks:
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`BattlePassService.TrackFree` / `TrackPremium`.
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## Errors
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