Skip to content
Version 2.11.0
↓ Get the launcher

SocialIdentity structure

Affiliation/prestige extras from a full-mask social reply (the ID-card fetch requests mask 0 = all sections). Thin-mask replies (nameplate/avatar queries carry identity only) leave these at defaults — values are best-effort, last-reply-wins via the cache.

public struct SocialIdentity : IEquatable<SocialIdentity>
parameter description
Guild Guild name from union_data.name; empty when guildless or section absent.
PartySize Member count of the player’s party from team_data.team_num; 0 when solo or absent.
MasterScore Master-mode season score from master_mode_dungeon_data.season_score; 0 when absent or player-hidden (the wire’s is_show flag is inverted — truthy renders “Hidden” on the game’s own card, and we follow the native privacy behaviour).
TitleId Equipped title id from personal_zone.title_id; 0 when none. Resolving the display name requires the dungeon-title game table (deferred).
FashionCollect Fashion collection-point count from personal_zone.fashion_collect_point; 0 when absent. Candidate source for the ID-card “collection points” badge (unconfirmed).
RideCollect Ride collection-point count from personal_zone.ride_collect_point; 0 when absent.
WeaponSkinCollect Weapon-skin collection-point count from personal_zone.weapon_skin_collect_point; 0 when absent.
name description
SocialIdentity(…) Affiliation/prestige extras from a full-mask social reply (the ID-card fetch requests mask 0 = all sections). Thin-mask replies (nameplate/avatar queries carry identity only) leave these at defaults — values are best-effort, last-reply-wins via the cache.
static None { get; } Empty identity — no guild/party/score/title/collect-point data parsed.
FashionCollect { get; set; } Fashion collection-point count from personal_zone.fashion_collect_point; 0 when absent. Candidate source for the ID-card “collection points” badge (unconfirmed).
Guild { get; set; } Guild name from union_data.name; empty when guildless or section absent.
MasterScore { get; set; } Master-mode season score from master_mode_dungeon_data.season_score; 0 when absent or player-hidden (the wire’s is_show flag is inverted — truthy renders “Hidden” on the game’s own card, and we follow the native privacy behaviour).
PartySize { get; set; } Member count of the player’s party from team_data.team_num; 0 when solo or absent.
RideCollect { get; set; } Ride collection-point count from personal_zone.ride_collect_point; 0 when absent.
TitleId { get; set; } Equipped title id from personal_zone.title_id; 0 when none. Resolving the display name requires the dungeon-title game table (deferred).
WeaponSkinCollect { get; set; } Weapon-skin collection-point count from personal_zone.weapon_skin_collect_point; 0 when absent.