Prompts
FioMenu includes prompt-style input examples for cases where a click should collect text from the player instead of only running a fixed command.
Chat prompt example
chat_prompt_ex.yml shows a chat-based prompt action:
[CPROMPT] [MESSAGE=&7Type in your new nickname, Type &cexit&7 to exit the prompt] [CANCEL_KW=cancel, exit] [REOPEN=true] [COMMAND_EXECUTION=/nick %fiomenuValue%]
What this does:
- opens a chat prompt
- sends an instruction message
- accepts cancel keywords
- reopens the menu afterward
- inserts the typed value into
%fiomenuValue%
Use this when the target action is naturally text-driven, such as nickname entry or search input.
Anvil prompt example
anvil_prompt_ex.yml shows a structured anvil prompt flow with both visual prompt configuration and the execution action.
The item defines:
anvil_prompt:
material:
name:
lore:
anvil_placeholder:
and then the click action uses:
[APROMPT] [REOPEN=true] [FORMAT=false] [COMMAND_EXECUTION=/pets rename %fiomenuValue%]
This pattern is useful when the player should type inside an anvil-style rename interface rather than the normal chat line.
Shared prompt behavior
The two bundled examples make these design patterns clear:
- prompt entry starts from a normal menu item click
- the entered text is exposed as
%fiomenuValue% - reopening the parent menu is controlled directly from the action arguments
- the final command is still declared in YAML, not hardcoded in Java
When to use prompts
Use prompts when a menu needs user input such as:
- nickname text
- rename flows
- custom command arguments
- search strings
- one-line player input