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settings.yml

Player settings GUI file: menu/settings.yml.

FioTags Custom Player Tag Limit

This file defines the personal settings screen used by FioTags players. It focuses on notification toggles and navigation back to the main menu.

Function​

settings.yml controls the /fiotags settings menu UI and state-based item rendering.

At runtime it is used to:

  1. Open the settings inventory layout.
  2. Render static header + back button.
  3. Render state-aware notification toggles.
  4. Resolve player state placeholders in lore text.
  5. Execute toggle/back actions from click handlers.

Structure​

settings:
title: "<#595959>Settings"
rows: 6
items:
<itemId>:
slot: <number>
material: <MATERIAL>
display_name: "<MiniMessage>"
lore: []
item_flags: []
banner_patterns: []

How to Read This Structure​

  • title labels the player settings screen.
  • rows sets the menu size for the toggle buttons and back button.
  • items is the fixed button map for this page.
  • The <itemId> block shows the common per-item fields that the page uses for each setting button.
  • enabled and disabled sub-blocks are the important pattern here because they let one toggle render two different visuals.
  • Use this page to explain how player preferences are stored and how the GUI reflects the current state.

Root Block​

settings:
title: "<#595959>Settings"
rows: 6

Key behavior:

  • settings.title: inventory title with MiniMessage support.
  • settings.rows: inventory row count (6 rows = 54 slots).

Items Block​

settings:
items:
header: ...
notify-unclaim: ...
notify-tagtoken: ...
back: ...

items contains all interactive and informational controls for this settings page.

Shared keys:

  • slot: inventory slot position.
  • material: Bukkit material id.
  • display_name: item title.
  • lore: descriptive lines.
  • item_flags: optional item flags.
  • banner_patterns: optional banner/shield patterns.

Item Breakdown​

Static info header item.

Purpose:

  • Gives context that this page controls personal FioTags behavior.
  • No toggle state logic in this item.

notify-unclaim​

State-aware toggle item for unclaim notification.

Structure:

notify-unclaim:
slot: 20
enabled: ...
disabled: ...

Behavior:

  • enabled sub-block is rendered when unclaim notification is currently enabled.
  • disabled sub-block is rendered when unclaim notification is currently disabled.
  • Uses {notify_unclaim_state_colored} placeholder to show current state text in lore.

UI semantics:

  • Enabled state uses LIME_DYE with "Click to disable".
  • Disabled state uses GRAY_DYE with "Click to enable".

notify-tagtoken​

State-aware toggle item for tag-token notification.

Structure:

notify-tagtoken:
slot: 24
enabled: ...
disabled: ...

Behavior:

  • enabled sub-block is rendered when tag-token notification is enabled.
  • disabled sub-block is rendered when tag-token notification is disabled.
  • Uses {notify_tagtoken_state_colored} placeholder to show current state text.

UI semantics:

  • Enabled state uses LIME_DYE with "Click to disable".
  • Disabled state uses GRAY_DYE with "Click to enable".

back​

Back-navigation item.

Purpose:

  • Returns player to main tag menu.
  • Visual back button in slot 49.

State Rendering Pattern​

Two items in this file use conditional visual branches:

  • notify-unclaim.enabled / `notify-unclaim.disabled
  • notify-tagtoken.enabled / `notify-tagtoken.disabled

This pattern allows one logical control to have two fully different visuals, while still representing one setting toggle.

Placeholders Used​

  • {notify_unclaim_state_colored}
  • {notify_tagtoken_state_colored}

Both placeholders are resolved at runtime per player profile state.

Practical Notes​

  • Keep toggle pairs (enabled / disabled) consistent in slot and meaning.
  • Keep lore action hints explicit ("Click to enable/disable") to avoid user confusion.
  • If you customize materials, keep color semantics clear (enabled vs disabled).
  • Use this menu for player-level preferences only, not admin-level actions.

Actions​

This menu is built around two state toggles and one back button:

  • notify-unclaim toggles the unclaim notification state for the player
  • notify-tagtoken toggles the tag-token notification state for the player
  • [BACK] returns to the main tag menu
  • [SOUND] UI_BUTTON_CLICK 1 1 master is the default click feedback pattern used here

The GUI actions list should stay short in this screen because each button is meant to be a direct state switch, not a workflow chain.

Page note

This page is source-backed and includes a short callout so the content reads like a guide instead of plain reference text.