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

Character

V's menu in Banana 2077, in the style of Cyberpunk 2077 2.0. The scene entrypoint attaches it to the `mount_shops` entity when play starts, next to `game.shops.Shops`. It needs no sibling components: it reads and changes the game only through `game.rules`, and draws through `game…

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

game.rpg.Character

V's menu in Banana 2077, in the style of Cyberpunk 2077 2.0. The scene entrypoint attaches it to the mount_shops entity when play starts, next to game.shops.Shops. It needs no sibling components: it reads and changes the game only through game.rules, and draws through game.rpg.menu.

What it does

  • Opens and closes the menu. It activates game.rpg.character.inputMap while a run is playing. I, gamepad select or touch BAG toggles the menu (refused unless R.canControl()), which opens on the INVENTORY tab.
  • Owns the screen. Screen rpg_menu sits on layer 156, built by Menu.tree(m) from the view model this component owns. It is rebuilt only on input or a rules event (eddies, items, equip, attributes, XP, perks, skills, cred, disassembly, upgrades), never per frame.
  • Takes the modal. While open, it holds focus "inventory", unlocks the pointer (and re-locks it on close if it was locked), claims the platform Back, and activates game.shops.shopnav and game.rpg.charnav. Those suppress the HUD, combat, walking, quest-HUD and story groups. If another system takes focus, the menu closes itself.
  • Inventory tab. A 6-wide item grid with category filters and the seven equipment slots. Enter equips, unequips or uses the item. X disassembles it into components. U upgrades it a tier for components and eddies. F cycles the filter. Left from the first grid column moves to the slot column, and Enter on a slot filters the grid to that slot. Back clears a slot filter before it closes the menu.
  • Character tab. Left and right pick an attribute, and Enter spends an attribute point on it.
  • Perks tab. Left and right switch tree, and up and down pick a perk. Enter buys a rank. X arms a respec, and a second X within 3 s confirms it (R.respec, costs eddies).
  • Skills tab. A read-only view of street cred and the five skills.
  • Every result (equipped, not enough components, perk locked, and so on) shows in the footer.

Controls

keyboard / mousegamepadtouch
open / closeIselectBAG / ✕
switch tabQ / E, TabLB / RBtap a tab
movearrows / WASDd-padtap a tile, slot, card or perk
primary (equip, use, raise, buy)Enter / Space, or click the selected tilesouthtap the button
disassemble / respecXwestDISASSEMBLE / RESPEC button
upgradeUnorthUPGRADE button
cycle filterFright triggertap a filter chip
backEsc / Backspaceeast✕

Click ids

onCallback handles menu:close, menu:act, menu:dis, menu:up, menu:buy, menu:respec, menu:tab:<tab>, menu:filter:<filter>, menu:item:<n>, menu:slot:<n>, menu:scroll:<±n>, menu:attr:<n>, menu:spend:<attribute>, menu:tree:<attribute> and menu:perk:<n>.

Cost

Per frame it only checks a dirty flag. The input maps are activated once and released in onDestroy, along with the screen and every rules listener.

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

upper(s: any) → string return string

argtypedescription
sany

itemName(id: string) → string

argtypedescription
idstring

say(msg: string?, color: string?) → void

argtypedescription
msgstring?
colorstring?

rowsOf(n: number) → number return math

Drawing

argtypedescription
nnumber

scrollTo( ) → void

refresh( ) → void

draw( ) → void

redraw( ) → void

activate(resolve: () → void

argtypedescription
resolve(

deactivate(map: any, h: any, path: string) → void

argtypedescription
mapany
hany
pathstring

navOn( ) → void

navOff( ) → void

onBackPressed( ) → void

takeModal( ) → boolean

closeModal(keepFocus: boolean?) → void

keepFocus: someone else already took or cleared the focus.

argtypedescription
keepFocusboolean?

toggleMenu( ) → void

setTab(tab: string) → void

Tabs

argtypedescription
tabstring

cycleTab(d: number) → void

argtypedescription
dnumber

setFilter(f: string) → void

INVENTORY

argtypedescription
fstring

cycleFilter( ) → void

primary( ) → void

disassemble( ) → void

upgrade( ) → void

unequipSlot( ) → void

showSlot( ) → void

gridMove(a: string) → void

argtypedescription
astring

slotsMove(a: string) → void

argtypedescription
astring

inventoryInput(a: string) → void

argtypedescription
astring

spend(attr: string) → void

CHARACTER

argtypedescription
attrstring

characterInput(a: string) → void

argtypedescription
astring

setTree(attr: string) → void

PERKS

argtypedescription
attrstring

cycleTree(d: number) → void

argtypedescription
dnumber

buy( ) → void

respec( ) → void

perksInput(a: string) → void

argtypedescription
astring

onNav(a: string) → void

Input routing

argtypedescription
astring

charSync( ) → void

The always-on map (I / select / BAG) is live only while a run is playing.

listen(event: string, fn: (any) → void

Lifecycle

argtypedescription
eventstring
fn(any

start( ) → void

update(_dt: number) → void

argtypedescription
_dtnumber

onCallback(id: string, _data: any) → void

argtypedescription
idstring
_dataany

onDestroy( ) → void

⌬ Metadata
descriptionBanana 2077: V's Cyberpunk 2077 2.0-style menu, with an inventory grid, equipment slots, filters, disassembly and upgrades, plus attributes, perk trees with respec, and skills with street cred. Toggled with I / select / BAG.

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.

40+items
▣
module · born here
❒asset
# 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` | field | meaning | |---|---| | `tab` | `"inventory" \| "character" \| "perks" \| "skills"` | | `msg`, `msgColor` | footer feedback line | | `filter` | a key from `M.FILTERS`, or `"slot:<slot>"` | | `items` | `M.itemRows(filter)` | | `sel`, `top` | selected item (1-based) and first visible grid row (0-based) | | `focus`, `slotSel` | `"grid" \| "slots"` and the highlighted slot index | | `attrSel` | highlighted attribute index (CHARACTER) | | `tree`, `perkSel` | attribute id of the open tree and index into `M.perkOrder(tree)` | | `respecArmed` | the 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`.
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inputmap · born here
❒asset
# shopnav.inputMap Navigation for Banana 2077's full-screen menus, live only while one is open: the vendor shop (activated by `Shops`) and V's menu (activated by `game.rpg.Character`, alongside `game.rpg.charnav` for its extra keys). It suppresses the `hud`, `combat`, `player`, `quests_hud` and `story` groups, so a press inside a menu never also talks to or interacts with something. Touch has no bindings: rows, tiles, tabs and buttons are tapped directly. | action | keyboard | gamepad | |---|---|---| | up / down | ArrowUp/W, ArrowDown/S | d-pad up / down | | left / right | ArrowLeft/A, ArrowRight/D | d-pad left / right | | confirm | Enter, Space | south | | back | Escape, Backspace | east | | tabprev / tabnext | Q / E, Tab | left / right shoulder | | alt (disassemble / respec in V's menu) | X | west | | toggle (close V's menu) | I | select |
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inputmap · born here
❒asset
# character.inputMap Banana 2077's always-on key for V's menu. The `Character` component activates it while a run is `playing` (never on the title). It is in the `hud` input group, so any modal that suppresses the HUD (a shop, the journal, dialogue) stands it down too. - **menu**: `I`, gamepad `select` (view/back) or touch **BAG** opens the menu on the INVENTORY tab. Inside the menu, the same keys close it through `shopnav.inputMap`'s `toggle`.
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▣
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`.
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inputmap · born here
❒asset
# charnav.inputMap The extra keys of V's open menu. The `Character` component activates it together with `game.shops.shopnav` (arrows, Enter, Esc, Q / E, X) while the menu is open, and drops both on close. It suppresses nothing itself, because shopnav already stands the HUD, combat and walking down. - **upgrade**: `U` / gamepad `north` (Y) upgrades the selected gear one tier, paying components and eddies. - **filter**: `F` / gamepad right trigger cycles the inventory filter (ALL, WEAPONS, CYBERWARE, HACKS, SUPPLIES, PARTS, MISC). Touch has no buttons for these; the UPGRADE button and the filter chips are tapped directly.
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▣
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.
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inputbinding · born here
❒asset
# alt.inputBinding The selection's second action: in V's menu, X / gamepad west disassembles the selected item on the INVENTORY tab, or arms (then confirms) a perk respec on the PERKS tab.
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inputbinding · born here
❒asset
# back.inputBinding close the dialog, or the menu.
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inputbinding · born here
❒asset
# confirm.inputBinding buy / sell / equip / use the selected row, or accept a dialog.
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inputbinding · born here
❒asset
# down.inputBinding move the menu selection down.
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inputbinding · born here
❒asset
# left.inputBinding step left (attribute columns, quantity).
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inputbinding · born here
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# right.inputBinding step right (attribute columns, quantity).
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inputbinding · born here
❒asset
# tabnext.inputBinding next tab.
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inputbinding · born here
❒asset
# tabprev.inputBinding previous tab.
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inputbinding · born here
❒asset
# toggle.inputBinding I / gamepad select while V's menu is open: closes it (the always-on BAG binding is suppressed then).
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inputbinding · born here
❒asset
# up.inputBinding move the menu selection up.
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inputbinding · born here
❒asset
# menu.inputBinding Opens V's menu (INVENTORY · CHARACTER · PERKS · SKILLS): `I`, gamepad `select`, touch **BAG**. While the menu is open, the same keys close it through `shopnav.inputMap`'s `toggle`.
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inputbinding · born here
❒asset
# filter.inputBinding Cycles the inventory filter in V's menu (ALL → WEAPONS → CYBERWARE → HACKS → SUPPLIES → PARTS → MISC): `F` or the gamepad right trigger. Touch taps the filter chips instead.
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inputbinding · born here
❒asset
# upgrade.inputBinding Upgrades the selected gear one tier in V's menu: `U` or gamepad `north` (Y). Touch taps the UPGRADE button instead.
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backing path · game/rpg/Character.component

Problems

Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.

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+ performance × 0.25
± compat factor

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