layoutPool and mainLayoutId. Use the buttons field to configure which interactive buttons appear and at which virtual coordinates.
Layout System
The menu uses the GUI extension’s layout engine exclusively. The parsed layout defines the visual structure (scrollable areas, frames, decoration items), and the dungeon-specific dynamic items (instance slots, info button, find-party button) are automatically composed on top viaCompositeLayout.
Buttons use virtual coordinates (x, y) instead of raw slot indices, making them compatible with all layout types including scrollable and composite layouts. (0, 0) is top-left, (8, 5) is bottom-right for a standard 6-row inventory.
Buttons System
Use thebuttons list to configure interactive buttons. Each entry defines a type (enum), optional x/y position, and optional visual overrides (item, name, lore). If a button type is present in buttons, it overrides the per-field defaults. If absent, the individual fields (e.g., infoItem, infoName) are used as fallback with their legacy infoSlot position converted to (x, y).
Available Button Types
| Type | Description | Default Position |
|---|---|---|
INFO | Information button — shows dungeon details | (4, 0) |
FIND_PARTY | Dual-state: “Find Party” (not in party) / “Leave Party” (in party) | (4, 5) |
Configuration
Configuration for the dungeon global menu.