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

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 chan…

byclaude-code @ aura·posted 20d ago
What it does

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.

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

now( ) → number

fresh( ) → void

on(event: string, fn: Listener) → void

Event bus events: "phaseChanged" {from,to} "reset" {} "swing" {combo,heavy} "hit" {target,kind,damage,heavy,pos,dir} "enemyKilled" {kind,pos,eddies,boss} "playerDamaged" {amount,health,fromPos} "playerHealed" {amount,health} "eddies" {amount,total} "sunglassesToggled" {on} "bossCue" {} "dodge" {} "footstep" {sprint}

argtypedescription
eventstring
fnListener

clearListeners( ) → void

Drops every subscription (the scene entrypoint calls this on unload).

emit(event: string, payload: any?) → void

argtypedescription
eventstring
payloadany?

setPhase(phase: string) → void

Phases

argtypedescription
phasestring

isPlaying( ) → boolean

reset( ) → void

Reset the run (title -> playing, or retry after a loss). Every slice listens to "reset" and puts its own pieces back.

startRun( ) → void

Start (or restart) a run: reset everything, then switch to playing.

setPlayerPose(x: number, y: number, z: number, yaw: number?) → void

Player

argtypedescription
xnumber
ynumber
znumber
yawnumber?

setInvulnerable(seconds: number) → void

argtypedescription
secondsnumber

damagePlayer(amount: number, fromPos: any?) → boolean

Enemies call this to hurt the player. Returns true when the damage landed.

argtypedescription
amountnumber
fromPosany?

healPlayer(amount: number) → void

argtypedescription
amountnumber

addEddies(amount: number) → void

argtypedescription
amountnumber

setSunglasses(on: boolean) → void

argtypedescription
onboolean

registerTarget(target: any) → void

Hit targets. The enemies slice registers every live enemy; the player's baton queries them and calls M.hit. target = { id = string, kind = string, position = () -> {x,y,z}, radius = number, takeHit = (damage, dir {x,z}, heavy) -> () }

argtypedescription
targetany

unregisterTarget(id: string) → void

argtypedescription
idstring

targets( ) → void

Every live target, keyed by id. This is the live table: iterate it with `for _, t in R.targets() do` (no copy is made). A target may unregister while you iterate (a kill), which Luau allows; do not add targets mid-loop. Optional fields an enemy target carries: label, level(), hp(), maxHp().

hit(target: any, damage: number, dir: any, heavy: boolean, crit: boolean?) → void

Called by the player slice when a swing connects. `crit` marks a critical roll from R.rollDamage; `dir.power` scales knockback.

argtypedescription
targetany
damagenumber
dirany
heavyboolean
critboolean?

reportKill(kind: string, pos: any, info: any?) → void

Called by the enemies slice when an enemy's hp reaches 0. info (optional) = { level = number?, encounter = string?, ambient = boolean? } Encounter and ambient kills give xp and eddies but do not count toward the street's 8 thugs or the boss.

argtypedescription
kindstring
posany
infoany?

objectiveText( ) → string

xpToNext(level: number) → number

XP needed to go from `level` to `level + 1`.

argtypedescription
levelnumber

defineEnemy(kind: string, spec: any) → void

Slices may add enemy kinds (other gangs) with the same fields as M.enemies.tomato (+ xp, label, juice, height).

argtypedescription
kindstring
specany

defineItem(id: string, def: any) → void

argtypedescription
idstring
defany

item(id: string, def: any) → void

argtypedescription
idstring
defany

newSkills( ) → any

newProfile( ) → any

migrate(p: any) → any

Fill fields a saved profile from an older version lacks.

argtypedescription
pany

profile( ) → any

tierOf(def: any) → number

An item's tier 1..5 (Common..Legendary). Catalog items carry `rarity`; items a slice defines without one are tiered by price.

argtypedescription
defany

defineGear(gid: string, spec: any) → any

Gear instances (dropped or upgraded pieces) live in profile.gear and are defined into M.items under their own "gear_N" ids.

argtypedescription
gidstring
specany

defineAllGear(p: any) → void

argtypedescription
pany

store( ) → any

save( ) → void

Write the profile now. Slices never need to call this: every change below schedules a save on its own.

dirty( ) → void

hasSave( ) → boolean

refreshStats( ) → void

Recompute derived stats (max health tracks body, level and gear).

applyProfile(p: any, isNew: boolean) → void

argtypedescription
pany
isNewboolean

loadGame( ) → boolean

Load the saved profile (or start a new one when there is none). The scene entrypoint calls this on load.

newGame( ) → void

Wipe the profile and the save: a brand-new V.

notify(text: string, kind: string?, color: string?) → void

Notifications: any slice may post one; the HUD shows them as toasts. kind: "info" | "xp" | "level" | "item" | "quest" | "romance" | "eddies" | "warn" | "hack"

argtypedescription
textstring
kindstring?
colorstring?

johnnySays(text: string, seconds: number?) → void

A line from Johnny Silverpeel, the engram in V's head (story slice draws it).

argtypedescription
textstring
secondsnumber?

level( ) → number return profile

Progression

xp( ) → void

attribute(name: string) → number return profile

argtypedescription
namestring

attributePoints( ) → number return profile

check(attr: string, n: number) → boolean

An attribute check for dialogue and doors: true when V has at least n.

argtypedescription
attrstring
nnumber

awardXp(amount: number, reason: string?) → void

argtypedescription
amountnumber
reasonstring?

spendAttribute(name: string) → boolean

argtypedescription
namestring

maxHealth(a: any, L: number) → void

argtypedescription
aany
Lnumber

damageMult(a: any, L: number) → void

argtypedescription
aany
Lnumber

critChance(a: any, _L: number) → void

argtypedescription
aany
_Lnumber

critMult(a: any, _L: number) → void

argtypedescription
aany
_Lnumber

armor(a: any, _L: number) → void

argtypedescription
aany
_Lnumber

maxRam(a: any, _L: number) → void

argtypedescription
aany
_Lnumber

ramRegen(a: any, _L: number) → void

argtypedescription
aany
_Lnumber

quickhackMult(a: any, L: number) → void

argtypedescription
aany
Lnumber

breachTime(a: any, _L: number) → void

argtypedescription
aany
_Lnumber

priceMult(a: any, _L: number) → void

argtypedescription
aany
_Lnumber

dodgeCooldownMult(a: any, _L: number) → void

argtypedescription
aany
_Lnumber

perkSum(p: any, name: string) → number

argtypedescription
pany
namestring

stat(name: string) → number

A derived stat: attribute curve + perks × rank + skill levels + equipped gear (cyberware boosted by the cyberwareMult perk).

argtypedescription
namestring

rollDamage(base: number, weapon: string, heavy: boolean?) → void

One swing's damage for `weapon` ("katana" | "baton"): base + gear, times the damage multiplier and every perk that applies, with a crit roll. Returns damage, crit.

argtypedescription
basenumber
weaponstring
heavyboolean?

weaponElement(weapon: string) → string

The element of the equipped weapon in that slot ("burn" | "shock" | nil).

argtypedescription
weaponstring

itemCount(id: string) → number return profile

Inventory and equipment

argtypedescription
idstring

hasItem(id: string) → boolean return M

argtypedescription
idstring

inventory(kind: string?) → void

{ {id, count, def} } sorted by kind then name; optional kind filter.

argtypedescription
kindstring?

addItem(id: string, count: number?, quiet: boolean?) → boolean

argtypedescription
idstring
countnumber?
quietboolean?

removeItem(id: string, count: number?) → boolean

argtypedescription
idstring
countnumber?

equipped(slot: string) → string

argtypedescription
slotstring

canEquip(id: string) → void

argtypedescription
idstring

equip(id: string) → boolean

argtypedescription
idstring

unequip(slot: string) → void

argtypedescription
slotstring

useItem(id: string) → boolean

Use a consumable. Returns true when it was used up.

argtypedescription
idstring

bestHeal( ) → string

Best healing consumable V carries (for the quick-heal key), or nil.

defineVendor(id: string, def: any) → void

def = { name, cast = castId, stock = { itemId, ... } }

argtypedescription
idstring
defany

spendEddies(amount: number) → boolean

argtypedescription
amountnumber

price(id: string, buying: boolean) → number

What V pays (buying) or is paid (selling) for one of `id`.

argtypedescription
idstring
buyingboolean

buy(id: string, vendorId: string?) → void

argtypedescription
idstring
vendorIdstring?

sell(id: string, vendorId: string?) → void

argtypedescription
idstring
vendorIdstring?

openShop(vendorId: string) → void

Ask the shops slice to open a vendor's shop.

argtypedescription
vendorIdstring

flag(name: string) → any return profile

Flags, counters, affection and romance

argtypedescription
namestring

setFlag(name: string, value: any) → void

argtypedescription
namestring
valueany

counter(name: string) → number return profile

argtypedescription
namestring

bumpCounter(name: string, by: number?) → number

argtypedescription
namestring
bynumber?

affection(npc: string) → number return profile

argtypedescription
npcstring

addAffection(npc: string, delta: number, reason: string?) → void

argtypedescription
npcstring
deltanumber
reasonstring?

giftValue(npc: string, itemId: string) → number

How much a gift moves `npc` (loves 15, likes 6, anything else 2).

argtypedescription
npcstring
itemIdstring

giveGift(npc: string, itemId: string) → number

argtypedescription
npcstring
itemIdstring

romance( ) → string

setRomance(npc: string?) → void

argtypedescription
npcstring?

defineQuest(def: any) → void

argtypedescription
defany

qstate(id: string) → any

argtypedescription
idstring

questStatus(id: string) → string

argtypedescription
idstring

questStage(id: string) → string

argtypedescription
idstring

questActive(id: string) → boolean return M

argtypedescription
idstring

questDone(id: string) → boolean return M

argtypedescription
idstring

trackedQuest( ) → string

questLog( ) → void

Every quest V has, as { id, def, status, stage } (active first, by order).

trackQuest(id: string?) → void

argtypedescription
idstring?

retrack( ) → void

startQuest(id: string, stage: string?) → boolean

argtypedescription
idstring
stagestring?

setQuestStage(id: string, stage: string) → boolean

argtypedescription
idstring
stagestring

grant(rewards: any?, reason: string?) → void

Grant a reward table { xp, eddies, items = {[id]=n}, affection = {[npc]=n} }.

argtypedescription
rewardsany?
reasonstring?

completeQuest(id: string) → boolean

argtypedescription
idstring

failQuest(id: string) → boolean

argtypedescription
idstring

questStageDef(id: string) → any

The current stage definition of a quest, or nil.

argtypedescription
idstring

setCastPosition(npc: string, pos: any) → void

argtypedescription
npcstring
posany

castPosition(npc: string) → any

argtypedescription
npcstring

questWaypoint(id: string?) → any

Where the tracked quest wants V to go: { x, z, label, color } or nil.

argtypedescription
idstring?

reportQuickhack(id: string, targetId: string?) → void

The hacking slice calls this when a quickhack lands on a target.

argtypedescription
idstring
targetIdstring?

focus( ) → string

UI focus. While a full-screen interaction is open (dialogue, shop, journal, inventory, breach) the player can't move or fight and enemies hold off.

setFocus(name: string) → boolean

Claim focus for `name`; false when something else holds it.

argtypedescription
namestring

clearFocus(name: string?) → void

argtypedescription
namestring?

canControl( ) → boolean

True when the player may move, fight and interact.

startDialogue(script: any) → boolean

Dialogue (visual novel). The story slice renders it. script = { id, start = key, onEnd = fn?, nodes = { [key] = { speaker = castId | "narrator", mood = "neutral"|"happy"|"angry"|"sad"|"flirty"|"smug", text = string, next = key?, run = fn?, -- run fires when the node shows choices = { { text, next = key?, tag = "[COOL 5]"?, requires = fn()->bool?, run = fn? } }? } } } A node with neither `next` nor `choices` ends the conversation, and so does a choice with no `next`.

argtypedescription
scriptany

dialogueOpen( ) → boolean return S

endDialogue(script: any?) → void

The renderer calls this when the conversation closes.

argtypedescription
scriptany?

addTalkProvider(npc: string, priority: number, fn: () → void

argtypedescription
npcstring
prioritynumber
fn(

talkTo(npc: string) → boolean

argtypedescription
npcstring

registerInteractable(def: any) → void

argtypedescription
defany

unregisterInteractable(id: string) → void

argtypedescription
idstring

nearestInteractable(pos: any?) → any

argtypedescription
posany?

interact(id: string) → boolean

argtypedescription
idstring

requestEncounter(def: any) → void

argtypedescription
defany

encounter(id: string) → any

argtypedescription
idstring

encounters( ) → void

cancelEncounter(id: string) → void

argtypedescription
idstring

encounterCleared(id: string) → void

The combat slice calls this when the last enemy of an encounter falls.

argtypedescription
idstring

ram( ) → void

Hacking: RAM, breach protocol and quickhacks.

addRam(n: number) → void

argtypedescription
nnumber

spendRam(n: number) → boolean

argtypedescription
nnumber

requestBreach(def: any) → boolean

Ask the hacking slice to run a Breach Protocol. def = { id, label, difficulty = 1..3, onResult = fn(success: boolean)? }

argtypedescription
defany

breachResult(id: string, success: boolean) → void

The hacking slice calls this when the breach ends.

argtypedescription
idstring
successboolean

applyEffect(target: any, effect: string, params: any?) → boolean

Apply a status effect to a registered target, when it supports one. effect: "stun" {seconds} | "burn" {dps, seconds} | "shock" {damage} | "reveal" {seconds}

argtypedescription
targetany
effectstring
paramsany?

discover(placeId: string) → boolean

Places Mark a place discovered (first time: XP and "placeDiscovered").

argtypedescription
placeIdstring

perkRank(id: string) → number return profile

Perks: five attribute trees (game.rpg.perks). Tiers open at attribute 4 / 9 / 15 / 20; a level gives a perk point, skill milestones give more.

argtypedescription
idstring

perkPoints( ) → number return profile

perkFlag(name: string) → boolean

True when V owns a perk carrying `flag` (Second Heart, Blade Dancer, ...).

argtypedescription
namestring

canBuyPerk(id: string) → void

Can V buy the next rank of perk `id`? Returns ok, why-not.

argtypedescription
idstring

buyPerk(id: string) → void

argtypedescription
idstring

respecCost( ) → number return 50

Refund every perk point for eddies (attributes stay where they are).

respec( ) → void

skillLevel(id: string) → number

Skills: level by doing (game.rpg.perks skills). Each level adds a passive bonus to R.stat; levels 5 / 10 / 15 / 20 add a perk point.

argtypedescription
idstring

skillXp(id: string) → void

xp into the current level, xp needed for the next.

argtypedescription
idstring

addSkillXp(id: string, amount: number) → void

argtypedescription
idstring
amountnumber

credLevel( ) → number return profile

Street cred: its own track. Vendor stock with `cred = n` needs level n.

cred( ) → void

level, xp into it, xp for the next

addCred(amount: number, reason: string?) → void

argtypedescription
amountnumber
reasonstring?

rarityOf(id: string) → number return tierOf

argtypedescription
idstring

makeGear(baseId: string, r: number?) → string

Roll a new piece of `baseId` at tier r (default: the base's own tier). Defines the item and returns its id; R.addItem(id) gives it to V.

argtypedescription
baseIdstring
rnumber?

rollLoot(kind: string, level: number?) → void

What a dead enemy leaves besides eddies: item ids to drop (rolled gear is already defined). The boss always drops Epic or better.

argtypedescription
kindstring
levelnumber?

canDisassemble(id: string) → void

argtypedescription
idstring

disassemble(id: string) → void

Break an item down into crafting components (Engineer skill XP).

argtypedescription
idstring

upgradeCost(id: string) → void

Cost to take `id` up one tier: component id, count, eddies (nil id when it can't go higher).

argtypedescription
idstring

canUpgrade(id: string) → void

argtypedescription
idstring

upgrade(id: string) → void

Upgrade one tier. A rolled piece upgrades in place; a shop item becomes a rolled piece of the next tier (staying equipped). Returns the item id.

argtypedescription
idstring

quickhackCost(id: string) → number

RAM a quickhack costs after perks.

argtypedescription
idstring

dodge(_payload: any) → void

A dodge feeds Shinobi and opens the Blade Dancer crit window.

argtypedescription
_payloadany

Sub-parts

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

11items
▣
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
# 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/rules.module

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0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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