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Global action entry for the dungeon party lobby selection menu. This entry is not linked to a specific dungeon instance — the instance is passed at runtime. Uses the GUI layout system via 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, and dungeon-specific dynamic items (lobby slots, ready, leave, auto-fill, info buttons) are automatically composed on top via CompositeLayout. 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 6-row inventory.

Buttons System

Use the buttons 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 are used as fallback with their default position converted to (x, y).

Available Button Types

TypeDescriptionDefault Position
INFOInformation button(8, 5)
READYReady / Not Ready toggle (dual-state)(3, 5)
LEAVELeave lobby button(0, 5)
AUTO_FILLAuto-join first available lobby(5, 5)

Configuration

dungeon_party_menu
Map
required
Configuration for the dungeon party menu.