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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)
Namespace: FFXIVClientStructs.FFXIV.Client.Game.MJI
Assembly: FFXIVClientStructs.dll
Syntax
public struct MJIManager

Fields

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AllowedVisitors

Represents the currently allowed visitors to the Island Sanctuary.

Declaration
public MJIAllowedVisitors AllowedVisitors
Field Value
Type Description
MJIAllowedVisitors
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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*
Remarks

This field's exact purpose is currently unknown, but seems to be related to either mapping or rendering logic. To that end, this field doesn't actually seem authoritative for determining what's going on - see Granaries and Workshops for what seems to be used by system logic.

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CabinPlacement

A struct representing information about the cabin.

Declaration
public MJIBuildingPlacement CabinPlacement
Field Value
Type Description
MJIBuildingPlacement
Remarks

Like MJIBuildingPlacements, the purpose of this field is unknown but it at least appears to behave like any other building placement.

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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*
Remarks

Like CurrentCycleDay, 0 represents Reset Day. 7, likewise, represents the next reset. This field may not be populated until the Craftworks have been opened at least once.

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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
Remarks

0 represents reset day (Tuesday).

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CurrentGroove

The current groove level of the Isleworks.

Declaration
public uint CurrentGroove
Field Value
Type Description
System.UInt32
Remarks

May not be present until the Isleworks is loaded at least once by the player.

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CurrentMode

The current mode (as listed in MJIHudMode) that the player is in.

Declaration
public uint CurrentMode
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
Type Description
MJIFarmState*
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IslandState

Declaration
public IslandState IslandState
Field Value
Type Description
IslandState
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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*
Remarks

This field's exact purpose is currently unknown, but seems to be related to either mapping or rendering logic. To that end, this field doesn't actually seem authoritative for determining what's going on - see LandmarkIds et al for what seems to be used by system logic.

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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
Type Description
MJIPastureHandler*
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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*

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

Returns
Type Description
CraftworkDemandShift

Returns an enum value.

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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

Returns
Type Description
CraftworkSupply

Returns an enum value.

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GetVisibleMinimapIcons()

Declaration
public MJIMinimapIcons GetVisibleMinimapIcons()
Returns
Type Description
MJIMinimapIcons
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Instance()

Declaration
public static MJIManager*Instance()
Returns
Type Description
MJIManager*
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IsFunctionLocked(Byte)

Declaration
public bool IsFunctionLocked(byte functionId)
Parameters
Type Name Description
System.Byte functionId
Returns
Type Description
System.Boolean
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IsItemLocked(UInt32)

Declaration
public bool IsItemLocked(uint itemId)
Parameters
Type Name Description
System.UInt32 itemId
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.

Returns
Type Description
System.Boolean

Returns true if the key item is unlocked.

Remarks

This is manually implemented as the only place this key item check actually seems to exist in the code is (frustratingly) not within MJIManager. See

E8 ?? ?? ?? ?? 84 C0 74 61 48 85 DB
for the reference(-ish) implementation used here.

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IsPouchItemLocked(UInt16)

Declaration
public bool IsPouchItemLocked(ushort itemId)
Parameters
Type Name Description
System.UInt16 itemId
Returns
Type Description
System.Boolean
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IsRecipeUnlocked(UInt16)

Declaration
public bool IsRecipeUnlocked(ushort recipeId)
Parameters
Type Name Description
System.UInt16 recipeId
Returns
Type Description
System.Boolean
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