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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

FieldTypeDefaultDescription
inventoryTitleVar<String>Lobby SelectionTitle of the inventoryPlaceholdersColors
inventoryRowsInt6Number of rows (1-6)
dungeonInstanceRef<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.
lobbyItemItem—Item for an available lobby slot.
lobbyNameVar<String>Lobby {index}Name format for a lobby slot. Supports: {index}, {players}, {max}.PlaceholdersColors
lobbyLoreList<Var<String>>—Lore for lobby slots. Supports: {index}, {players}, {max}, {player_names}, {ready_players}, {not_ready_players}.PlaceholdersColorsMulti-line
readyPlayerPrefixVar<String><green>Prefix for ready player names.PlaceholdersColors
readyPlayerSuffixVar<String></green>Suffix for ready player names.PlaceholdersColors
notReadyPlayerPrefixVar<String><red>Prefix for not-ready player names.PlaceholdersColors
notReadyPlayerSuffixVar<String></red>Suffix for not-ready player names.PlaceholdersColors
enableWaitingScoreboardBooleantrueWhether to show the waiting scoreboard (scoreboardTitle, scoreboardWaiting, scoreboardCountdown) to the players of a lobby.
lobbyOffsetXInt0Starting column offset for lobby slots when the layout has no DUNGEON_LOBBY_SLOT marker.
lobbyOffsetYInt0Starting row offset for lobby slots when the layout has no DUNGEON_LOBBY_SLOT marker.
scoreboardTitleVar<String>Waiting...Title of the waiting scoreboard.PlaceholdersColors
scoreboardWaitingList<Var<String>>—Lines of the waiting scoreboard while the lobby waits for players or for everybody to be ready. Supports {missing}.PlaceholdersColorsMulti-line
scoreboardCountdownList<Var<String>>—Lines of the scoreboard while the start countdown runs. Supports {time}.PlaceholdersColorsMulti-line
guiTypeGuiTypeCUSTOMGUI type.
layoutPoolList<LayoutData>emptyPool 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.
mainLayoutIdString?—ID of the main layout from the pool.
audioGuiAudioData—Audio configuration.
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 changes.
Common TypeWriter fields (criteria, modifiers, triggers)
FieldTypeDefaultDescription
criteriaList<Criteria>empty—
modifiersList<Modifier>empty—
triggersList<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.