dungeon_global_menu
Dungeon Global Menu — misc entry.
Entry Information
| Property | Value |
|---|---|
| Entry ID | dungeon_global_menu |
| Type | Misc |
| Color | Cyan |
| Icon | fa6-solid:globe |
Description
Action entry that opens a global dungeon menu showing instances from a category. Instance positions are defined by placing items with buttonType: "DUNGEON_INSTANCE_SLOT" at the desired x,y coordinates in the layout pool items. The code extracts these markers from the pool, removes them from the parsed layout, and fills them with actual instance items from the category. This ensures exact positioning defined by the layout designer. Supported button types: DUNGEON_FIND_PARTY, DUNGEON_INFO, DUNGEON_INSTANCE_SLOT Extra markers beyond available instances are silently dropped (no STRUCTURE_VOID shown).
Fields
| Field | Type | Description |
|---|---|---|
category | Ref<DungeonCategoryEntry> | Category to display in this menu |
inventoryTitle | Var<String> | Title of the inventory |
inventoryRows | Int | Number of rows (1-6) |
guiType | GuiType | GUI type to use (CUSTOM, BOOK, FURNACE, etc.) |
layoutPool | List<LayoutData> | Pool of layout definitions. Items with buttonType are resolved as dungeon buttons. Use buttonType: "DUNGEON_INSTANCE_SLOT" at the positions where you want dungeon instances to appear. Each marker is replaced by the next instance from the category, preserving the exact x,y position. Extra markers beyond available instances are silently hidden (no STRUCTURE_VOID shown). |
mainLayoutId | String? | ID of the main layout to display from the pool. |
audio | GuiAudioData | Audio configuration for the GUI. |
Usage Example
- entry: dungeon_global_menu
name: "Dungeon Global Menu"
category: ""
inventoryTitle: ""
inventoryRows: 0
guiType: ""
layoutPool: []
mainLayoutId: ""
audio: ""