Struct MJIManager
Manager struct (?) for Island Sanctuary (internally MJI).
Inherited Members
System.ValueType.Equals(System.Object)
System.ValueType.GetHashCode()
System.ValueType.ToString()
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.ReferenceEquals(System.Object, System.Object)
Assembly: FFXIVClientStructs.dll
Syntax
Fields
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AllowedVisitors
Represents the currently allowed visitors to the Island Sanctuary.
Declaration
public MJIAllowedVisitors AllowedVisitors
Field Value
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BuildingPlacements
A struct representing building placements on the Island Sanctuary. Each index represents a specific building
slot directly. Refer to MJIBuildingPlacement for more information.
Declaration
public byte *BuildingPlacements
Field Value
| Type |
Description |
| System.Byte* |
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CabinPlacement
A struct representing information about the cabin.
Declaration
public MJIBuildingPlacement CabinPlacement
Field Value
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CraftworksRestDays
An array containing the currently-configured rest days for the Isleworks. Contains values 0 - 13, and is
always in order.
Declaration
public byte *CraftworksRestDays
Field Value
| Type |
Description |
| System.Byte* |
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CurrentCycleDay
The current day in the Craftworks cycle, from 0 to 6.
Declaration
public byte CurrentCycleDay
Field Value
| Type |
Description |
| System.Byte |
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CurrentGroove
The current groove level of the Isleworks.
Declaration
public uint CurrentGroove
Field Value
| Type |
Description |
| System.UInt32 |
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CurrentMode
The current mode (as listed in MJIHudMode) that the player is in.
Declaration
Field Value
| Type |
Description |
| System.UInt32 |
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CurrentModeItem
The currently-selected item for the player's gathering mode. Will only have a value if the gathering mode
in question supports item usage.
Declaration
public uint CurrentModeItem
Field Value
| Type |
Description |
| System.UInt32 |
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CurrentPopularity
A reference to the current set of popularity scores given to craftworks on the player's island. The actual
popularity scores can be pulled from the MJICraftworksPopularity sheet using this value as a Row ID.
Declaration
public byte CurrentPopularity
Field Value
| Type |
Description |
| System.Byte |
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FarmPlacements
A struct representing farm (garden/cropland) placements on the current Island Sanctuary.
Declaration
public byte *FarmPlacements
Field Value
| Type |
Description |
| System.Byte* |
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FarmState
Declaration
public MJIFarmState*FarmState
Field Value
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IslandState
Declaration
public IslandState IslandState
Field Value
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IsPlayerInSanctuary
Reports if the player is currently on the Island Sanctuary.
Declaration
public byte IsPlayerInSanctuary
Field Value
| Type |
Description |
| System.Byte |
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LandmarkPlacements
A struct representing landmark placements on the Island Sanctuary. Each index represents a specific landmark
slot directly. Refer to MJILandmarkPlacement for more information.
Declaration
public byte *LandmarkPlacements
Field Value
| Type |
Description |
| System.Byte* |
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Remarks
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NextPopularity
A reference to the next cycle's popularity scores (called "predicted demand" in-game). Follows the same rules
as CurrentPopularity.
Declaration
public byte NextPopularity
Field Value
| Type |
Description |
| System.Byte |
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PastureHandler
Declaration
public MJIPastureHandler*PastureHandler
Field Value
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PasturePlacements
A struct representing pasture placements on the current Island Sanctuary. Identical in behavior (hopefully)
to that of FarmPlacements
Declaration
public byte *PasturePlacements
Field Value
| Type |
Description |
| System.Byte* |
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SupplyAndDemandShifts
An array of bytes representing the current supply and demand shift for each craftwork that the player can
create. Information for a specific item can be retrieved by querying the RowID for the item under inspection.
The current supply value is stored in the upper half of each byte, while the current demand shift is stored in
the lower half.
Declaration
public byte *SupplyAndDemandShifts
Field Value
| Type |
Description |
| System.Byte* |
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Methods
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GetDemandShiftForCraftwork(UInt32)
Return the Demand Shift value for a specified craftwork.
Declaration
public CraftworkDemandShift GetDemandShiftForCraftwork(uint itemId)
Parameters
| Type |
Name |
Description |
| System.UInt32 |
itemId |
The Craftwork ID to look up
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Returns
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GetFarmSlotCount()
Declaration
public byte GetFarmSlotCount()
Returns
| Type |
Description |
| System.Byte |
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GetPastureSlotCount()
Declaration
public byte GetPastureSlotCount()
Returns
| Type |
Description |
| System.Byte |
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GetSupplyForCraftwork(UInt32)
Return the Supply value for a specified craftwork.
Declaration
public CraftworkSupply GetSupplyForCraftwork(uint itemId)
Parameters
| Type |
Name |
Description |
| System.UInt32 |
itemId |
The Craftwork ID to look up
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Returns
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GetVisibleMinimapIcons()
Declaration
public MJIMinimapIcons GetVisibleMinimapIcons()
Returns
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Instance()
Declaration
public static MJIManager*Instance()
Returns
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IsFunctionLocked(Byte)
Declaration
public bool IsFunctionLocked(byte functionId)
Parameters
| Type |
Name |
Description |
| System.Byte |
functionId |
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Returns
| Type |
Description |
| System.Boolean |
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IsItemLocked(UInt32)
Declaration
public bool IsItemLocked(uint itemId)
Parameters
| Type |
Name |
Description |
| System.UInt32 |
itemId |
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Returns
| Type |
Description |
| System.Boolean |
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IsKeyItemUnlocked(UInt16)
Check if a specific MJIKeyItem is unlocked by the player.
Declaration
public bool IsKeyItemUnlocked(ushort keyItemId)
Parameters
| Type |
Name |
Description |
| System.UInt16 |
keyItemId |
The RowID of the MJIKeyItem to check.
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Returns
| Type |
Description |
| System.Boolean |
Returns true if the key item is unlocked.
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IsPouchItemLocked(UInt16)
Declaration
public bool IsPouchItemLocked(ushort itemId)
Parameters
| Type |
Name |
Description |
| System.UInt16 |
itemId |
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Returns
| Type |
Description |
| System.Boolean |
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IsRecipeUnlocked(UInt16)
Declaration
public bool IsRecipeUnlocked(ushort recipeId)
Parameters
| Type |
Name |
Description |
| System.UInt16 |
recipeId |
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Returns
| Type |
Description |
| System.Boolean |
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