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asset⌬ modulemoduleprimary: init.luau·originates fromworld 8d93944b-8…

menu

The widget trees for V's menu in Banana 2077, Cyberpunk 2077 2.0 style. It draws one full-screen panel with four tabs:

byclaude-code @ aura·posted 19d ago
What it does

game.rpg.menu

The widget trees for V's menu in Banana 2077, Cyberpunk 2077 2.0 style. It draws one full-screen panel with four tabs:

  • INVENTORY: the seven equipment slots (katana, baton and five cyberware slots), a tier-framed item grid (M.COLS × M.ROWS visible, scrolling) with category filters, and a detail card. The card shows the item's effects, a comparison against what is equipped, the salvage yield and the upgrade cost, with EQUIP / USE, DISASSEMBLE and UPGRADE buttons.
  • CHARACTER: the five attributes, the perk-tier gates at 4 / 9 / 15 / 20, unspent points, and the derived stats.
  • PERKS: the five attribute trees (SOLO, BLADES, ENGINEER, NETRUNNER, HEADHUNTER). Each has four tiers, requirement links and ranks, plus BUY and RESPEC.
  • SKILLS: street cred with its title track, and the five level-by-doing skills with their milestones.

It is a pure builder over game.rules state plus a view model. It owns no state and registers no screen. The game.rpg.Character component owns the view model, puts M.tree(m) on screen rpg_menu (layer 156), and routes the clicks back in through its onCallback.

API

  • M.tree(m) returns the whole frame: header (level, eddies, points), tab bar, the active tab's body, and a footer with that tab's keycaps.
  • M.itemRows(filter) returns the sorted {id, count, def} rows for an inventory filter.
  • M.perkOrder(tree) returns a tree's perks in tier/column order (this is what perkSel indexes).
  • M.perkState(perk) returns "maxed" | "owned" | "ready" | "open" | "locked".
  • M.primaryLabel(row) returns EQUIP | UNEQUIP | USE | INSPECT.
  • M.tier(id), M.icon(def, color), M.iconKind(def), M.effects(id, def), M.compare(id, def), M.filterLabel(f), and M.currentItem(m).
  • Constants: M.TABS, M.ACCENT, M.FILTERS, M.COLS, M.ROWS.

View model m

fieldmeaning
tab"inventory" | "character" | "perks" | "skills"
msg, msgColorfooter feedback line
filtera key from M.FILTERS, or "slot:<slot>"
itemsM.itemRows(filter)
sel, topselected item (1-based) and first visible grid row (0-based)
focus, slotSel"grid" | "slots" and the highlighted slot index
attrSelhighlighted attribute index (CHARACTER)
tree, perkSelattribute id of the open tree and index into M.perkOrder(tree)
respecArmedthe respec button asks for confirmation

Click ids

menu:close, menu:tab:<t>, menu:filter:<f>, menu:item:<i>, menu:slot:<i>, menu:scroll:-1|1, menu:act, menu:dis, menu:up, menu:attr:<i>, menu:spend:<attr>, menu:tree:<attr>, menu:perk:<i>, menu:buy, menu:respec.

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

conforms to

zero/source-extract/v2

strict

merge(a: any, b: any?) → any

Widget helpers (the shops slice's look)

argtypedescription
aany
bany?

at(l: any, t: any, w: any?, h: any?, extra: any?) → any

argtypedescription
lany
tany
wany?
hany?
extraany?

pad(style: any, v: number, h: number?) → any

argtypedescription
styleany
vnumber
hnumber?

box(id: string, style: any, children: { any }?, props: any?) → any

argtypedescription
idstring
styleany
children{ any }?
propsany?

hrow(id: string, style: any, children: { any }?, props: any?) → any

argtypedescription
idstring
styleany
children{ any }?
propsany?

text(id: string, s: string, style: any, wrap: boolean?) → any

argtypedescription
idstring
sstring
styleany
wrapboolean?

art(id: string, svg: string, style: any) → any

argtypedescription
idstring
svgstring
styleany

loop(kf: any, dur: number) → any

argtypedescription
kfany
durnumber

once(kf: any, dur: number) → any

argtypedescription
kfany
durnumber

hexA(hex: string?, a: number) → string

argtypedescription
hexstring?
anumber

upper(s: any) → string return string

argtypedescription
sany

spacer(id: string) → any return box

argtypedescription
idstring

keycap(id: string, key: string, what: string) → any

argtypedescription
idstring
keystring
whatstring

button(id: string, label: string, color: string, enabled: boolean, cb: string?, style: any?, size: number?) → any

argtypedescription
idstring
labelstring
colorstring
enabledboolean
cbstring?
styleany?
sizenumber?

closeX(id: string, cb: string, accent: string) → any

argtypedescription
idstring
cbstring
accentstring

tabBar(id: string, accent: string, active: string) → any

argtypedescription
idstring
accentstring
activestring

footer(id: string, accent: string, msg: string?, msgColor: string?, keys: { { string } }) → any

argtypedescription
idstring
accentstring
msgstring?
msgColorstring?
keys{ { string } }

frame(id: string, accent: string, kids: { any }) → any

argtypedescription
idstring
accentstring
kids{ any }

heading(id: string, s: string, color: string?) → any

argtypedescription
idstring
sstring
colorstring?

bar(id: string, frac: number, color: string, w: any, h: number) → any

argtypedescription
idstring
fracnumber
colorstring
wany
hnumber

lines(id: string, list: { any }, size: number?) → void

argtypedescription
idstring
list{ any }
sizenumber?

chip(id: string, s: string, color: string, filled: boolean?) → any

argtypedescription
idstring
sstring
colorstring
filledboolean?

emptyCard(id: string, title: string, sub: string, color: string?) → any

argtypedescription
idstring
titlestring
substring
colorstring?

tier(id: string) → void

argtypedescription
idstring

iconKind(def: any) → string

argtypedescription
defany

icon(def: any, color: string) → string

argtypedescription
defany
colorstring

slotOf(filter: string) → string

argtypedescription
filterstring

matches(def: any, filter: string) → boolean

argtypedescription
defany
filterstring

filterLabel(filter: string) → string

argtypedescription
filterstring

itemRows(filter: string) → void

What V carries under `filter`: weapons, cyberware (slot order), hacks, supplies, parts, gifts, junk, keys; best tier first.

argtypedescription
filterstring

isEquipped(id: string, def: any) → boolean

argtypedescription
idstring
defany

statText(stat: string, v: number) → string

argtypedescription
statstring
vnumber

statGood(stat: string, v: number) → boolean

argtypedescription
statstring
vnumber

modLines(mods: any, scale: number?) → void

argtypedescription
modsany
scalenumber?

effects(id: string, def: any) → void

What an item does, as { text, colour } lines (perk-adjusted hack cost).

argtypedescription
idstring
defany

compare(id: string, def: any) → void

How an equippable piece compares with what its slot holds now.

argtypedescription
idstring
defany

badge(id: string, n: number, label: string, color: string, cb: string) → any

Header (every tab)

argtypedescription
idstring
nnumber
labelstring
colorstring
cbstring

header(accent: string) → any

argtypedescription
accentstring

tile(id: string, row: any, selected: boolean, cb: string) → any

argtypedescription
idstring
rowany
selectedboolean
cbstring

emptyTile(id: string) → any

argtypedescription
idstring

slotColumn(m: any, accent: string) → any

argtypedescription
many
accentstring

filterChips(m: any, accent: string) → any

argtypedescription
many
accentstring

scrollTab(id: string, label: string, show: boolean, cb: string) → any

argtypedescription
idstring
labelstring
showboolean
cbstring

grid(m: any, accent: string) → any

argtypedescription
many
accentstring

currentItem(m: any) → any

The row the detail card shows: the grid selection, or the selected slot's equipped piece.

argtypedescription
many

primaryLabel(row: any?) → string

The label of Enter for an item.

argtypedescription
rowany?

itemDetail(m: any) → any

argtypedescription
many

inventoryBody(m: any, accent: string) → any

argtypedescription
many
accentstring

fmtStat(kind: string, v: number) → string

argtypedescription
kindstring
vnumber

attributeCard(m: any, i: number, a: string) → any

argtypedescription
many
inumber
astring

characterBody(m: any, accent: string) → any

argtypedescription
many
accentstring

nodeX(col: number) → number

argtypedescription
colnumber

nodeY(tier: number) → number return 8

argtypedescription
tiernumber

perkOrder(tree: string) → void

A tree's perks in reading order: tier, then left, centre, right.

argtypedescription
treestring

perkState(pk: any) → void

"maxed" | "owned" | "ready" (buyable now) | "open" (needs a point) | "locked", why

argtypedescription
pkany

pips(id: string, rank: number, ranks: number, color: string, w: number, h: number) → any

argtypedescription
idstring
ranknumber
ranksnumber
colorstring
wnumber
hnumber

perkNode(i: number, pk: any, color: string, selected: boolean) → any

argtypedescription
inumber
pkany
colorstring
selectedboolean

perkCanvas(m: any, order: { any }) → any

argtypedescription
many
order{ any }

treeList(m: any) → any

argtypedescription
many

perkDetail(m: any, order: { any }) → any

argtypedescription
many
order{ any }

perksBody(m: any) → any

argtypedescription
many

skillRow(i: number, sk: any) → any

SKILLS

argtypedescription
inumber
skany

skillsBody(_m: any, accent: string) → any

argtypedescription
_many
accentstring

footKeys(m: any) → void

The whole menu

argtypedescription
many

tree(m: any) → any

argtypedescription
many

Sub-parts

Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.

Showing up to 3 levels deep. Open a part to see what it holds further down.

23+items
▣
module · born here
❒asset
# game.shops.ui The widget trees of Banana 2077's shops slice, as pure builders over the RPG state (`game.rules`) and a small view model owned by the `Shops` component: - `U.shopTree(m)`: the vendor shop (layer 155). It has a neon-sign header, BUY / SELL tabs, a scrolling list of item rows (kind colour, price, level lock, can't-afford state, owned count), and a detail panel with stat mods and the difference against the item equipped in that slot. - `U.confirmTree(c)`: the buy/sell confirm dialog (layer 157). - Row model: `U.shopRows(vendor, tab)`. Helpers: `U.window` (scroll window), `U.diff`, `U.effects`, `U.kindLine`, `U.money`, `U.KIND`, and `U.VISIBLE` (rows shown at once). Every `onClick` id it emits (`shop:*`) lands in `Shops.component`'s `onCallback`. Trees are rebuilt only on input or a rules event, never per frame. V's menu (inventory, character, perks, skills) is drawn by `game.rpg.menu`, which borrows `U.effects`, `U.kindLine` and `U.money` from here.
▲ 0↑ born
▣
module · born here
❒asset
# game.rpg.icons Procedural neon line-art item icons for the Banana 2077 inventory grid, as standalone SVG strings for the UI's `svg` widget. Pure Luau: requires nothing. ```luau local Icons = require("@root::game.rpg.icons") local svg = Icons.svg("katana", "#FF7A1A") -- tier colour, default accent local svg2 = Icons.svg("eyes", "#22E6FF", "#F4F1FF") -- explicit accent -- { type = "svg", id = "slot_3", props = { svg = svg, fit = "meet" }, style = { width = 64, height = 64 } } ``` - `Icons.svg(kind, color, accent?) -> string` — a complete `<svg viewBox="0 0 64 64">` document with a transparent background. `color` is the tier colour of the glowing main strokes, halo and faint body fill; `accent` (default `#F4F1FF`) paints the 1-2 highlight strokes. An unknown kind draws a generic chip icon. Results are memoised per kind/colour/accent. - `Icons.kinds` — every supported kind: `katana`, `baton`, `eyes`, `frontal`, `arms`, `skeleton`, `legs`, `quickhack`, `heal`, `food`, `ram`, `gift`, `junk`, `component`, `key`. Each icon is four layers over the same geometry: a blurred halo (`feGaussianBlur` under a wide low-opacity stroke), a body fill at `fill-opacity` 0.18, round-capped 3 px main strokes and thin accent strokes. Designed to read at 48-72 px on a dark tile.
▲ 0↑ born
▣
module · born here
❒asset
# gear Gear tiers for Banana 2077: Common, Uncommon, Rare, Epic and Legendary. The module covers rolled affixes, crafting components, disassembly yields, upgrade costs and the loot-tier roll. It is pure data and math. `game.rules` turns a gear spec into a real item (`R.makeGear`, `R.rollLoot`, `R.disassemble`, `R.upgrade`) and saves it in the player's profile. The character menu uses `statLabel`/`formatStat` to print item stats. - **Specs:** a gear spec is `{ base = itemId, rarity = 1..5, affixes = { { stat, value } } }`. - **Tiers:** - `rarities`: the name, colour, power multiplier and affix count of each tier. - `baseRarity`: the tier of each shop item. - `tierPower`: the stats each tier step adds, by slot. - **Rolled stats:** - `affixPools` and `rollAffixes`: the bonus stats a piece can roll. - `mods`: a spec's final stat bonuses. - `price`: what a spec is worth. - **Components:** - `componentIds`, `componentNames`, `componentPrices`: the five crafting components. - `salvage(tier, mult)`: what disassembly gives. - `upgradeCost(tier, mult)`: the components and eddies an upgrade costs. - **Loot:** - `rollRarity(enemyLevel, luck, minTier?)`: the tier of a drop. - `gearDropChance(luck)`: the chance a kill drops gear. - `componentDropChance`: the chance a kill drops a component.
▲ 0↑ born
▣
module · born here
❒asset
# game.rules Banana 2077's one shared module: palette, the Peel Kabuki street layout every slice builds to, tuning for the player, baton and enemies, the controls list, the live game state (`R.state`, kept across hot reloads), the event bus (`R.on` / `R.emit`) and the rule functions that change state (`damagePlayer`, `healPlayer`, `addEddies`, `setSunglasses`, `registerTarget`, `hit`, `reportKill`, `setPhase`, `startRun`). Required by every slice; owned by the lead. See `/zero/source/design/spec.md`.
▲ 0↑ born
▣
module · born here
❒asset
# perks The data behind V's growth in Banana 2077: five attribute perk trees, five skills that level with use, and the street-cred track. The module is pure data plus a few lookups. `game.rules` owns the profile and applies every effect, and the character menu draws the trees from this data. - `P.trees[attr]`: the name and tagline of each tree. The trees are body SOLO, reflexes BLADES, tech ENGINEER, intelligence NETRUNNER and cool HEADHUNTER. - `P.list`: 35 perks, 7 per tree. Each perk has an `id`, `tree`, `tier` (1–4, gated by an attribute of 4 / 9 / 15 / 20 through `P.tierGate`), `col`, `ranks`, an optional `req`, and either per-rank stat `mods` (added to `R.stat`) or a `flag` (read by a rules hook). Each also carries a `desc`. - `P.byId`, `P.byTree[attr]` and `P.gate(perk)` look perks up. - `P.skills`: five skills (solo, shinobi, engineer, netrunner, headhunter), each with per-level stat mods. Related fields: - `P.skillXp`: the XP each action gives. - `P.skillMax`: the level cap, 20. - `P.skillMilestones`: levels 5/10/15/20, each giving a bonus perk point. - `P.skillToNext(level)`: the XP needed for the next level. - Street cred: - `P.credMax`: the level cap. - `P.credToNext(level)`: the XP needed for the next level. - `P.credRewards`: the cred each source gives. - `P.credTitle(level)`: the title shown for a cred level.
▲ 0↑ born
backing path · game/rpg/menu.module

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