Here is a list of all struct and union fields with links to the structures/unions they belong to:
- i -
- icon : ItemDefinition, WorkspaceWork
- iconCount : SelectionWork
- icons : BattleMenuWork
- iconShown : BattleMenuWork
- id : BattleEffectEntry, FlashType, MarkerSlot, SceneAreaNameRule, SceneInteractionEntry, TileRun
- idIsScene : SceneInteractionEntry
- idleSleepEnabled : GameState
- ids : DjinnListTable
- image : AnimationObject, BattleEffectWork::[struct].__unnamed0__.trackedCanvas
- imageStorage : BattleEffectWork::[union].__unnamed0__
- immobile : BattleUnit
- incomingBuffer : SerialRuntime
- index : CursorSlot, DjinnRecoveryEntry, RenderOam, RenderOutput, RenderTableValue::[struct].bits, SpriteOutput
- indexRadius : BattleEffectIndexWindow
- infoWindow : InventoryMenuState, PsynergyMenuState
- initialize : SceneEntries
- initialized : BattleAutomaticState, Effect05State
- initializeVeneer : SceneEntries
- input : FieldWork, GlyphTransfer
- inputCursor : LzPackWork
- inputLimit : LzPackWork
- introObjects : IntroWork::[struct].area.prompt
- inventory : BattleUnit, PasswordOwner
- irqFirstLine : DisplayTransitionWindow
- irqPhase : DisplayTransitionWindow
- irqSecondLine : DisplayTransitionWindow
- isParent : SerialRuntime
- item : EnemyDefinition, FieldWork, StatWork
- itemActions : EnemyDefinition
- itemArgument : FieldWork
- itemChance : EnemyDefinition
- itemCount : InventoryMenuState
- items : BattleSpoils, CharacterDefinition, DebugPartyEntry, EnemyDefinition, InventoryMenuState, SlotArray
- itemWindow : InventoryMenuState, ShopRuntime