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Struct IslandState

Inherited Members
System.ValueType.Equals(System.Object)
System.ValueType.GetHashCode()
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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 IslandState

Fields

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CabinGlamour

The current glamour cast on the Cozy Cabin (if any). Relates to the appropriate sub-row in MJIBuilding.

Declaration
public byte CabinGlamour
Field Value
Type Description
System.Byte
Remarks

This field is not offset by one like CabinLevel; Cabin Level 3 will report here as 2.

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CabinLevel

The current level of the Cozy Cabin for the Island Sanctuary.

Declaration
public byte CabinLevel
Field Value
Type Description
System.Byte
Remarks

This field is offset by 1 compared to the level present in MJIBuildings. Cabin Level 3 will actually have a value of 3 in this field. This is probably because Cabin Level 0 is "nonexistent"..?

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CurrentProgress

The current progress of the player, as represented by MJIProgress. Appears to be bound to the island sanctuary "tutorial" more than anything.

Declaration
public byte CurrentProgress
Field Value
Type Description
System.Byte
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CurrentRank

The current Sanctuary Rank of the player's island. Controls what buildings/items/recipes are or aren't available to the player, and represented by MJIRank.

Declaration
public byte CurrentRank
Field Value
Type Description
System.Byte
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CurrentXP

The XP earned towards the next Island Sanctuary rank. Resets to 0 upon leveling up the Sanctuary.

Declaration
public uint CurrentXP
Field Value
Type Description
System.UInt32
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Farm

A sub-struct representing the Farm's (Cropland's) current state

Declaration
public MJIFarmPasture Farm
Field Value
Type Description
MJIFarmPasture
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Granaries

A struct representing the current state of granaries present on the island. See the struct documentation for more information on how to access this data.

Declaration
public MJIGranaries Granaries
Field Value
Type Description
MJIGranaries
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GroundsGlamourId

The glamour ID applied to grounds around the Island Sanctuary. Correlates to a subrow in MJIVillageAppearanceUI, row 2.

Declaration
public byte GroundsGlamourId
Field Value
Type Description
System.Byte
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LandmarkHoursToCompletion

The current number of hours remaining until a specific Landmark has finished construction.

This value may be zero when there is either no construction or if construction is finished and the landmark needs to be "finalized" by the player.

This array is indexed by the RowID of an MJILandmarkPlace.

Declaration
public byte *LandmarkHoursToCompletion
Field Value
Type Description
System.Byte*
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LandmarkIds

The RowID of the MJILandmark present at a specific MJILandmarkPlace.

This array is indexed by the RowID of an MJILandmarkPlace.

Declaration
public byte *LandmarkIds
Field Value
Type Description
System.Byte*
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LandmarkUnderConstruction

The current construction status of a landmark at a specific MJILandmarkPlace.

This array is indexed by the RowID of an MJILandmarkPlace.

Declaration
public byte *LandmarkUnderConstruction
Field Value
Type Description
System.Byte*
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LockedPouchItems

An array of booleans representing if a specific item is (un)locked. Locked/unavailable items are set to true, while those that are unlocked are false. This array is indexed by RowID from the MJIItemPouch table. An item appears to be unlocked upon being gathered or crafted for the first time. IsPouchItemLocked(UInt16)

Declaration
public byte *LockedPouchItems
Field Value
Type Description
System.Byte*
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Pasture

A sub-struct representing the Pasture's current state.

Declaration
public MJIFarmPasture Pasture
Field Value
Type Description
MJIFarmPasture
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PathsGlamourId

The glamour ID applied to paths around the Island Sanctuary. Correlates to a subrow in MJIVillageAppearanceUI, row 0.

Declaration
public byte PathsGlamourId
Field Value
Type Description
System.Byte
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SlopesGlamourId

The glamour ID applied to slopes around the Island Sanctuary. Correlates to a subrow in MJIVillageAppeareanceUI, row 1.

Declaration
public byte SlopesGlamourId
Field Value
Type Description
System.Byte
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UnlockedKeyItems

A bitfield representing all unlocked key items (MJIKeyItem) for the player. Backing field for IsKeyItemUnlocked(UInt16), which should be used where possible.

Declaration
public ushort UnlockedKeyItems
Field Value
Type Description
System.UInt16
Remarks

The index of this field will be (RowID - 1), so "Islekeep's Stone Hatchet" appears at position 0.

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UnlockedRecipes

A bitfield representing if a specific recipe (MJIRecipe) is unlocked. Backing field for IsRecipeUnlocked(UInt16), which should be used where possible.

Declaration
public byte *UnlockedRecipes
Field Value
Type Description
System.Byte*
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VillageDevelopmentLevel

The current development level of the player's village on their island. Controls what building zones are available.

Declaration
public byte VillageDevelopmentLevel
Field Value
Type Description
System.Byte
Remarks

Allowed building locations are part of the MJIBuildingPlace (+0x10) and MJILandmarkPlace (+0x10) Lumina sheets.

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Workshops

A struct representing the current state of workshops present on the island. See the struct documentation for more information on how to access this data.

Note that this struct only provides mapping from a workshop ID to other data.

Declaration
public MJIWorkshops Workshops
Field Value
Type Description
MJIWorkshops
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