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Dungeon Global Menu

Dungeon Global Menu

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" in a simple layout. Each marker is filled, in order, with the next instance of the category and keeps its place in the layout tree, so markers inside a scrollable or a frame scroll and shift with it. count + direction on one marker lays out a whole row of instances. Supported button types: DUNGEON_FIND_PARTY, DUNGEON_INFO, DUNGEON_INSTANCE_SLOT Markers beyond the number of instances are left empty.

Campos

CampoTipoPadrãoDescrição
categoryRef<DungeonCategoryEntry>—Category to display in this menu
inventoryTitleVar<String>DungeonsTitle of the inventoryPlaceholdersCores
inventoryRowsInt6Number of rows (1-6)
guiTypeGuiTypeCUSTOMGUI type to use (CUSTOM, BOOK, FURNACE, etc.)
layoutPoolList<LayoutData>emptyPool 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 (in a simple layout). Each marker is replaced by the next instance from the category, preserving the exact x,y position. Extra markers beyond available instances are left empty.
mainLayoutIdString?—ID of the main layout to display from the pool.
audioGuiAudioData—Audio configuration for the GUI.
autoRefreshTicksLongDEFAULT_TICKSTicks between two automatic repaints of the menu, kept between 10 and 1200. The menu is also repainted at once, for every player who has it open, whenever a lobby of one of its dungeons changes.
Campos comuns do TypeWriter (criteria, modifiers, triggers)
CampoTipoPadrãoDescrição
criteriaList<Criteria>empty—
modifiersList<Modifier>empty—
triggersList<Ref<TriggerableEntry>>empty—

How to use it​

Trigger it from an NPC dialogue option, a command event or any other entry. Mark the places where dungeons appear with items whose buttonType is DUNGEON_INSTANCE_SLOT; add DUNGEON_FIND_PARTY and DUNGEON_INFO items if you want them. The full list of fields and button behaviours is in Menus, and a build walkthrough is in Designing the menus.