Dungeon Party Menu
Dungeon Party Menu
Action entry that opens a dungeon party/lobby selection menu. Buttons are defined in layout pool items via buttonType (DUNGEON_READY, DUNGEON_LEAVE, DUNGEON_AUTO_FILL). Lobbies fill the DUNGEON_LOBBY_SLOT markers placed in a simple layout, in lobby order; without any marker they are laid out as a grid from lobbyOffsetX/lobbyOffsetY.
Fields
| Field | Type | Default | Description |
|---|---|---|---|
inventoryTitle | Var<String> | Lobby Selection | Title of the inventoryPlaceholdersColors |
inventoryRows | Int | 6 | Number of rows (1-6) |
dungeonInstance | Ref<DungeonInstanceEntry> | — | Target static dungeon instance. This menu opens for this dungeon only; leave it empty for a menu that serves every dungeon no other menu names. |
lobbyItem | Item | — | Item for an available lobby slot. |
lobbyName | Var<String> | Lobby {index} | Name format for a lobby slot. Supports: {index}, {players}, {max}.PlaceholdersColors |
lobbyLore | List<Var<String>> | — | Lore for lobby slots. Supports: {index}, {players}, {max}, {player_names}, {ready_players}, {not_ready_players}.PlaceholdersColorsMulti-line |
readyPlayerPrefix | Var<String> | <green> | Prefix for ready player names.PlaceholdersColors |
readyPlayerSuffix | Var<String> | </green> | Suffix for ready player names.PlaceholdersColors |
notReadyPlayerPrefix | Var<String> | <red> | Prefix for not-ready player names.PlaceholdersColors |
notReadyPlayerSuffix | Var<String> | </red> | Suffix for not-ready player names.PlaceholdersColors |
enableWaitingScoreboard | Boolean | true | Whether to show the waiting scoreboard (scoreboardTitle, scoreboardWaiting, scoreboardCountdown) to the players of a lobby. |
lobbyOffsetX | Int | 0 | Starting column offset for lobby slots when the layout has no DUNGEON_LOBBY_SLOT marker. |
lobbyOffsetY | Int | 0 | Starting row offset for lobby slots when the layout has no DUNGEON_LOBBY_SLOT marker. |
scoreboardTitle | Var<String> | Waiting... | Title of the waiting scoreboard.PlaceholdersColors |
scoreboardWaiting | List<Var<String>> | — | Lines of the waiting scoreboard while the lobby waits for players or for everybody to be ready. Supports {missing}.PlaceholdersColorsMulti-line |
scoreboardCountdown | List<Var<String>> | — | Lines of the scoreboard while the start countdown runs. Supports {time}.PlaceholdersColorsMulti-line |
guiType | GuiType | CUSTOM | GUI type. |
layoutPool | List<LayoutData> | empty | Pool of layout definitions. Items with `buttonType` are resolved as party buttons. Place `buttonType: "DUNGEON_LOBBY_SLOT"` markers (in a simple layout) where lobbies should appear. |
mainLayoutId | String? | — | ID of the main layout from the pool. |
audio | GuiAudioData | — | Audio configuration. |
autoRefreshTicks | Long | DEFAULT_TICKS | Ticks 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 changes. |
Common TypeWriter fields (criteria, modifiers, triggers)
| Field | Type | Default | Description |
|---|---|---|---|
criteria | List<Criteria> | empty | — |
modifiers | List<Modifier> | empty | — |
triggers | List<Ref<TriggerableEntry>> | empty | — |
How to use it
The lobby menu. It is opened by the global menu, not by triggering this action. A menu whose dungeonInstance names a dungeon serves that dungeon. A menu with an empty dungeonInstance serves every dungeon no other menu names, so you can keep a single shared menu or one per dungeon. A menu written for another dungeon is never opened instead. Lobby appearance is set with lobbyItem, lobbyName, lobbyLore and the ready colour fields; buttons use the buttonType values DUNGEON_READY, DUNGEON_LEAVE and DUNGEON_AUTO_FILL. Put DUNGEON_LOBBY_SLOT markers in a simple layout to choose where the lobbies are drawn; without any marker, lobbyOffsetX and lobbyOffsetY give the position of the first lobby. Details are in Menus.
The scoreboard fields (enableWaitingScoreboard, scoreboardTitle, scoreboardWaiting, scoreboardCountdown) set the waiting scoreboard shown to the players of a lobby: {missing} in the waiting lines, {time} in the countdown lines. The menu repaints every autoRefreshTicks (20 by default) and at once whenever a lobby changes, so players see each other join without clicking.