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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Erasmus+Darwin</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-07-06T10:10:45Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Utilities&amp;diff=8929</id>
		<title>40d:Utilities</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Utilities&amp;diff=8929"/>
		<updated>2007-12-12T04:35:52Z</updated>

		<summary type="html">&lt;p&gt;Erasmus Darwin: Updated water.exe, added lavasquare.exe&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are third party applications developed for Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
== Movies, Screenshots, Map Files ==&lt;br /&gt;
&lt;br /&gt;
=== DF Map Compressor / DF Map Archive ===&lt;br /&gt;
&lt;br /&gt;
*[http://shadowlord13.googlepages.com/dfmap-index.html SL's DF Map Compressor - Website]&lt;br /&gt;
*[http://mkv25.net/dfma/ Dwarf Fortress Map Archive]&lt;br /&gt;
&lt;br /&gt;
The map compressor was created by Shadowlord in May 2007. Extract from the website :&lt;br /&gt;
:&amp;quot;The '''DF Map Compressor''' is a program I made to encode Dwarf Fortress fortress or world map images into a much smaller format than is possible with normal image formats. Here's a quick summary of how it works: It determines the size of your tiles from your DF font file (or asks you), splits the map up into tiles, identifies duplicate tiles, writes out every unique tile image, and then writes out a list of ID#s for each tile position which points to the tile image for that tile. What it outputs is piped through the LZMA compressor (the one used in 7-zip), to compress it further. The .df-map file which it writes out is usually less than 100 KB in size. (By comparison, a PNG of the same map can exceed 2 megabytes, depending on how well you compress it, whether you change the color depth, and whether you are using a graphical tileset or detailed font).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The compressed '''(.FDF-MAP)''' map can then be submitted to the [http://mkv25.net/dfma/ Dwarf Fortress Map Archive]; an online repository website which uses a Flash based viewer to view the map in your browser. (Read more about the [[User:Markavian#DF_Map_Archive|DF Map Archive]] on Markavian's [User page.)&lt;br /&gt;
&lt;br /&gt;
=== CMVPlayer === &lt;br /&gt;
&lt;br /&gt;
[http://www.geocities.com/jifodus/CMVPlayer.zip Download CMVPlayer.zip] &lt;br /&gt;
&lt;br /&gt;
First released by Jifodus in April 2007. This application enables playback of the DF movies (.cmv) without starting DF. It also provides some more functionalities, such as :&lt;br /&gt;
* Rewind&lt;br /&gt;
* Pause&lt;br /&gt;
* Play frame per frame&lt;br /&gt;
&lt;br /&gt;
To use, simply unzip the file, and drop and drag the movie on CMVPlayer.exe.&lt;br /&gt;
&lt;br /&gt;
== [[User:Rick|Rick]]'s utilities ==&lt;br /&gt;
Fabulous tools made by the marvelous Rick. All Hail Rick!&lt;br /&gt;
&lt;br /&gt;
Outdated tools (v0.27.169.32a): [http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=5465reveal.zip reveal.exe] [http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=tileinfo_2.zip tileinfo.exe]&lt;br /&gt;
&lt;br /&gt;
Outdated tools (v0.27.169.33a): [http://kisskapsel.se/adjuststart.exe adjuststart.exe] [http://kisskapsel.se/heal.exe heal.exe] [http://kisskapsel.se/reveal.exe reveal.exe]&lt;br /&gt;
&lt;br /&gt;
Outdated tools (v0.27.169.33b): [http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=4621adjuststart.zip adjuststart.exe] [http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=2802heal.zip heal.exe] [http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=1725reveal.zip reveal.exe] [http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=warp.zip warp.exe]&lt;br /&gt;
&lt;br /&gt;
Outdated tools (v0.27.169.33c): [http://no.shizzle.se/~rgibbed/v0.27.169.33c/adjuststart.exe adjuststart.exe] [http://no.shizzle.se/~rgibbed/v0.27.169.33c/heal.exe heal.exe] [http://no.shizzle.se/~rgibbed/v0.27.169.33c/reveal.exe reveal.exe] [http://no.shizzle.se/~rgibbed/v0.27.169.33c/warp.exe warp.exe]&lt;br /&gt;
&lt;br /&gt;
Outdated tools (v0.27.169.33d): [http://no.shizzle.se/~rgibbed/v0.27.169.33d/adjuststart.exe adjuststart.exe] [http://no.shizzle.se/~rgibbed/v0.27.169.33d/heal.exe heal.exe] [http://no.shizzle.se/~rgibbed/v0.27.169.33d/reveal.exe reveal.exe] [http://no.shizzle.se/~rgibbed/v0.27.169.33d/warp.exe warp.exe]&lt;br /&gt;
&lt;br /&gt;
Current tools ('''v0.27.169.33e'''):&lt;br /&gt;
&lt;br /&gt;
'''Current version out of date? Have skills to find the newer addresses? [[User:Rick#memory.ini|Check Rick's user page for details on memory.ini]].'''&lt;br /&gt;
&lt;br /&gt;
=== adjuststart.exe ===&lt;br /&gt;
[http://no.shizzle.se/~rgibbed/v0.27.169.33e/adjuststart.exe Download adjuststart.exe] &amp;amp;nbsp; Modifies the starting number of dwarves and/or the starting points. &amp;lt;tt&amp;gt;adjuststart.exe &amp;lt;dwarves&amp;gt; &amp;lt;points&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Instructions: type cmd in run, put in the location for adjuststart.exe, navigate to the DF main menu, change the starting dwarf number and points in this format: C:\location\adjuststart.exe 10 9999 (gives 10 dwarves, 9999 points) then hit enter.&lt;br /&gt;
&lt;br /&gt;
=== heal.exe ===&lt;br /&gt;
[http://no.shizzle.se/~rgibbed/v0.27.169.33e/heal.exe Download heal.exe] &amp;amp;nbsp; Heals creature limbs (any creature you can highlight with V basically). You can optionally hurt a creature by specifying -hurt on the command-line arguments.&lt;br /&gt;
&lt;br /&gt;
=== reveal.exe ===&lt;br /&gt;
[http://no.shizzle.se/~rgibbed/v0.27.169.33e/reveal.exe Download reveal.exe] &amp;amp;nbsp; Makes as much of the map visible as it can (eg, it can't reveal unallocated map blocks)  Run while Dwarf Fortress is running.&lt;br /&gt;
&lt;br /&gt;
If you want to reveal the entire map, go to the furthest Z level down you can get to, and designate the entire bottom to be mined, then remove the designation, then run reveal.&lt;br /&gt;
&lt;br /&gt;
=== warp.exe ===&lt;br /&gt;
[http://no.shizzle.se/~rgibbed/v0.27.169.33e/warp.exe Download warp.exe] &amp;amp;nbsp; A creature warper, similar to teleport, but properly sets occupancy flags of the tiles with some limitations (eg: if there are multiple creatures on the source tile, the occupancy flag will still be unset).&lt;br /&gt;
&lt;br /&gt;
== Dwarf Foreman ==&lt;br /&gt;
[http://www.pavlovian.net/foreman/ Home page]. Makes switching jobs on and off for large numbers of dwarves simple. Dwarves are grouped by their profession, or custom profession if they have one. By clicking on the graph you can enable any job for all dwarves with that profession. Still in alpha for this version of DF, if it doesn't recognise one of the new professions, check the file '''debug.txt''' in the directory you run foreman from.&lt;br /&gt;
&lt;br /&gt;
Though prone to crashing currently, saving and exiting DF, starting foreman and then starting DF again will usually get it working again. Zorba would also appreciate it if you'd email him the crash log located in the Dwarf Foreman directory when this happens (zorba-foremancrash@pavlovian.net).&lt;br /&gt;
&lt;br /&gt;
Dwarf Foreman currently allows you to change the jobs of visiting merchants, outpost liaisons, children, and any other dwarves that aren't normally controllable. It is unsupported but occasionally hilarious, and allows you to finally put those lazy dwarven children to work.&lt;br /&gt;
&lt;br /&gt;
This handy utility would be an ideal complent to an updated LabourDF.&lt;br /&gt;
&lt;br /&gt;
Source code is available.&lt;br /&gt;
&lt;br /&gt;
Note that to get it to work with 33e, you'll need to change the config file to&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=00ACA9C7&lt;br /&gt;
critter_start=0141FA30&lt;br /&gt;
dwarfidpos=01240AC8&lt;br /&gt;
profession_start=45c&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Talk:Utilities#Dwarf_Foreman|Old Version Edits]]&lt;br /&gt;
&lt;br /&gt;
== StartProfile ==&lt;br /&gt;
Jifodus wrote a little utility that lets you maintain profiles of your starting dwarves.&lt;br /&gt;
Works for versions 0.27.169.33b, 0.27.169.33c, 0.27.169.33d, and 0.27.169.33e. Check the readme to find out how to switch between the different versions. If you wish to patch the executable yourself, please check [[Talk:Utilities#StartProfile|the utilities talk page]].&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001367 Discussion thread]&lt;br /&gt;
&lt;br /&gt;
[http://www.geocities.com/jifodus/StartProfile.zip StartProfile utility]&lt;br /&gt;
&lt;br /&gt;
Incidentally, if you try this utility, please report success/failure in [[Talk:Utilities#StartProfile|the utilities talk page]].&lt;br /&gt;
&lt;br /&gt;
== Enable Magma Buildings ==&lt;br /&gt;
Helper utility for Rick's reveal.exe&amp;lt;br/&amp;gt;&lt;br /&gt;
[http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=enable_magma_buildings.zip enable_magma_buildings.zip]&lt;br /&gt;
&lt;br /&gt;
You need this utility in the case that you used the reveal utility, and&lt;br /&gt;
you had not yet discovered any subsurface magma.&lt;br /&gt;
(If the hide utility is ever updated, you could also hide a few magma&lt;br /&gt;
tiles and then dig them out.  That worked in the old version.)&lt;br /&gt;
&lt;br /&gt;
Because there is no actual flag that controls whether magma has been seen&lt;br /&gt;
(the game searches a list, probably a list of notable events), I had to&lt;br /&gt;
patch the game's code.  This means you need to run the utility every time&lt;br /&gt;
you start dwarfort.exe.&lt;br /&gt;
&lt;br /&gt;
This utility has been made version-independent.  &lt;br /&gt;
It is expected to work with future releases of Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
== Teleport ==&lt;br /&gt;
[http://angband.org/~erasmus/df/teleport22.zip teleport22.zip] -- Teleport dwarves and other creatures&lt;br /&gt;
&lt;br /&gt;
Version 2.2 is &amp;lt;u&amp;gt;really&amp;lt;/u&amp;gt; now independent of the DF version. (33c)&lt;br /&gt;
&lt;br /&gt;
Caveat: The teleport utility does not correctly set the occupancy flag for map squares.  As a results, dwarves will permanently crawl through the square that you teleported them out of.  In addition, you cannot build structures in those squares.&lt;br /&gt;
&lt;br /&gt;
== Water ==&lt;br /&gt;
[http://angband.org/~erasmus/df/water.exe water.exe] -- Quick hack to refill ponds.  Run this while your fortress is up, and it'll restore any &amp;quot;murky pool&amp;quot; tiles (i.e. the floor of ponds and lakes) to 7/7 water.  If you've tunneled into a pond, it'll still refill but will flow out normally.&lt;br /&gt;
&lt;br /&gt;
Only works with version 33e due to its &amp;quot;quick hack&amp;quot; status.&lt;br /&gt;
&lt;br /&gt;
Note:  If there is lava in a murky pool, it will be raised to depth 7/7.&lt;br /&gt;
&lt;br /&gt;
== Lava square ==&lt;br /&gt;
[http://angband.org/~erasmus/df/lavasquare.exe lavasquare.exe] -- Another quick hack to make a 7/7 unit of lava on the currently selected square.  Ignore the random text it spams, as it was quickly adapted from a map query tool, and I didn't bother removing the print statements.&lt;br /&gt;
&lt;br /&gt;
Only works with version 33e.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== [http://en.wikipedia.org/wiki/Macro_%28computer_science%29 Macro Programs] ==&lt;br /&gt;
A program that lets you program scripts/macros so that when you press a certain key combination, or in any other fashion activates the program, a series of keystrokes is sent to the active program instead.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.autohotkey.com/ AutoHotKey] ===&lt;br /&gt;
AHK lets you define global hotkeys to send a sequence of keystrokes. For example, you can have {{key|alt}}+{{key|w}} replace {{key|b}}-{{key|C}}-{{key|w}}-{{key|Enter}}-{{key|Enter}} to make wall building much easier.&lt;br /&gt;
:*[[User:Valdemar|Rewall Macro]]&lt;br /&gt;
:*[[User:Valdemar|Bedroom-building Macro]]&lt;br /&gt;
:*[[User:Jackard|Dump Macros]]&lt;/div&gt;</summary>
		<author><name>Erasmus Darwin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Rick/Memory_research&amp;diff=23610</id>
		<title>User talk:Rick/Memory research</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Rick/Memory_research&amp;diff=23610"/>
		<updated>2007-11-30T18:49:04Z</updated>

		<summary type="html">&lt;p&gt;Erasmus Darwin: /* Definitions for some map data block fields */ Aquifer designation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Voodoo ==&lt;br /&gt;
Hi Rick,&amp;lt;br&amp;gt;you may be interested in the &amp;quot;Voodoo&amp;quot; section on [[User:0x517A5D|my user talk page]]. &amp;lt;br&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 01:28, 8 November 2007 (EST)&lt;br /&gt;
: Thanks for the info, though it wasn't necessary. :) --[[User:Rick|Rick]] 04:59, 8 November 2007 (EST)&lt;br /&gt;
::So you found something similar, or you just intend to rediscover/recompile for each new version?  Not being snarky here, honestly curious. &amp;lt;br&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 12:42, 8 November 2007 (EST)&lt;br /&gt;
:::There are easier ways, yes. --[[User:Rick|Rick]] 13:13, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Suspend ==&lt;br /&gt;
On another topic, I was looking at reveal's main.cpp and saw a bug.  You're not suspending/resuming the process.  The problem is that process handles are not thread handles, and SuspendThread() and friends use thread handles.  You do this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
GetWindowThreadProcessId(window, &amp;amp;pid);&lt;br /&gt;
[...]&lt;br /&gt;
SuspendThread(process);&lt;br /&gt;
cleanMap(process);&lt;br /&gt;
ResumeThread(process);&lt;br /&gt;
CloseHandle(process);&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
But you need to do something like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
thread = GetWindowThreadProcessId(window, &amp;amp;pid);&lt;br /&gt;
[...]&lt;br /&gt;
SuspendThread(thread);&lt;br /&gt;
cleanMap(process);&lt;br /&gt;
ResumeThread(thread);&lt;br /&gt;
CloseHandle(thread);&lt;br /&gt;
CloseHandle(process);&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 12:42, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: That's probably a leftover from having old code laying around, I know I fixed this in some other tools but forgot to update older ones. Thanks! --[[User:Rick|Rick]] 13:08, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Definitions for some map data block fields ==&lt;br /&gt;
&lt;br /&gt;
Caveat: My research was done with 33c while your page refers to 33a, but I don't believe the map data offsets have changed.&lt;br /&gt;
&lt;br /&gt;
I think I've figured out what the list of shorts at 0x1160 in the map data block is.  If a tile isn't some place that a creature can stand, the value for the square is 0.  Otherwise, any region of tiles that are connected in terms of walking all share a single value.  If, for example, your main fortress all has a value of 2, and you lock the door to a room inside, the value for the inside of the room will change to whatever's next available (let's say 7), and the value for the door will change to 0.  So it seems to be some sort of notion of regions, rooms, or zones for pathfinding.&lt;br /&gt;
&lt;br /&gt;
Also, for the list of longs labeled as pathfinding in the table, it seems that it's equal to 0x00000000 if the tile isn't reachable by any dwarf (which is true if the zone contains no dwarves).  So to use the example from before, if there weren't any dwarves in the room, it'd have a pathfinding of 0 but it would still have a unique pathfinding zone.&lt;br /&gt;
&lt;br /&gt;
For 0x1360, it seems to be some sort of vague notion of &amp;quot;distance from the edge&amp;quot;.  Non-walkable squares are all 0.  The walkable edge squares of the map are all 1.  Any square at most 10 steps away from a 1 square is a 2.  Any square at most 10 steps away from a 2 is a 3, and so on.  Also, subterranean squares seem to all be 0, but indoor surface squares have their regular non-zero value.  The inside of a locked, outdoor shed seems to be the same as if the door was unlocked.  This value seems to mostly ignore constructions and digging when calculating itself.&lt;br /&gt;
&lt;br /&gt;
As far as practical uses goes, it seems that if the tile's 0x1360 value is non-zero, than you've found the Z=0 tile for a given X/Y coordinate. -- [[User:Erasmus Darwin|Erasmus Darwin]] 10:59, 30 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Also, Designation flag 0x400000 signifies aquifer rock (it's currently labeled &amp;quot;Damp?&amp;quot;).  If set on a piece of wall, water will start flowing out of it.  (Caveat: This may be affected by the flow calculation optimizations.  I haven't really tested.  If water doesn't start flowing, just dig in the map block to force a recalculation of whether or not that map block has water flow.) -- [[User:Erasmus Darwin|Erasmus Darwin]] 13:49, 30 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Erasmus Darwin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Rick/Memory_research&amp;diff=23609</id>
		<title>User talk:Rick/Memory research</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Rick/Memory_research&amp;diff=23609"/>
		<updated>2007-11-30T15:59:24Z</updated>

		<summary type="html">&lt;p&gt;Erasmus Darwin: Definitions for some map data block fields&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Voodoo ==&lt;br /&gt;
Hi Rick,&amp;lt;br&amp;gt;you may be interested in the &amp;quot;Voodoo&amp;quot; section on [[User:0x517A5D|my user talk page]]. &amp;lt;br&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 01:28, 8 November 2007 (EST)&lt;br /&gt;
: Thanks for the info, though it wasn't necessary. :) --[[User:Rick|Rick]] 04:59, 8 November 2007 (EST)&lt;br /&gt;
::So you found something similar, or you just intend to rediscover/recompile for each new version?  Not being snarky here, honestly curious. &amp;lt;br&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 12:42, 8 November 2007 (EST)&lt;br /&gt;
:::There are easier ways, yes. --[[User:Rick|Rick]] 13:13, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Suspend ==&lt;br /&gt;
On another topic, I was looking at reveal's main.cpp and saw a bug.  You're not suspending/resuming the process.  The problem is that process handles are not thread handles, and SuspendThread() and friends use thread handles.  You do this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
GetWindowThreadProcessId(window, &amp;amp;pid);&lt;br /&gt;
[...]&lt;br /&gt;
SuspendThread(process);&lt;br /&gt;
cleanMap(process);&lt;br /&gt;
ResumeThread(process);&lt;br /&gt;
CloseHandle(process);&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
But you need to do something like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
thread = GetWindowThreadProcessId(window, &amp;amp;pid);&lt;br /&gt;
[...]&lt;br /&gt;
SuspendThread(thread);&lt;br /&gt;
cleanMap(process);&lt;br /&gt;
ResumeThread(thread);&lt;br /&gt;
CloseHandle(thread);&lt;br /&gt;
CloseHandle(process);&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 12:42, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: That's probably a leftover from having old code laying around, I know I fixed this in some other tools but forgot to update older ones. Thanks! --[[User:Rick|Rick]] 13:08, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Definitions for some map data block fields ==&lt;br /&gt;
&lt;br /&gt;
Caveat: My research was done with 33c while your page refers to 33a, but I don't believe the map data offsets have changed.&lt;br /&gt;
&lt;br /&gt;
I think I've figured out what the list of shorts at 0x1160 in the map data block is.  If a tile isn't some place that a creature can stand, the value for the square is 0.  Otherwise, any region of tiles that are connected in terms of walking all share a single value.  If, for example, your main fortress all has a value of 2, and you lock the door to a room inside, the value for the inside of the room will change to whatever's next available (let's say 7), and the value for the door will change to 0.  So it seems to be some sort of notion of regions, rooms, or zones for pathfinding.&lt;br /&gt;
&lt;br /&gt;
Also, for the list of longs labeled as pathfinding in the table, it seems that it's equal to 0x00000000 if the tile isn't reachable by any dwarf (which is true if the zone contains no dwarves).  So to use the example from before, if there weren't any dwarves in the room, it'd have a pathfinding of 0 but it would still have a unique pathfinding zone.&lt;br /&gt;
&lt;br /&gt;
For 0x1360, it seems to be some sort of vague notion of &amp;quot;distance from the edge&amp;quot;.  Non-walkable squares are all 0.  The walkable edge squares of the map are all 1.  Any square at most 10 steps away from a 1 square is a 2.  Any square at most 10 steps away from a 2 is a 3, and so on.  Also, subterranean squares seem to all be 0, but indoor surface squares have their regular non-zero value.  The inside of a locked, outdoor shed seems to be the same as if the door was unlocked.  This value seems to mostly ignore constructions and digging when calculating itself.&lt;br /&gt;
&lt;br /&gt;
As far as practical uses goes, it seems that if the tile's 0x1360 value is non-zero, than you've found the Z=0 tile for a given X/Y coordinate. -- [[User:Erasmus Darwin|Erasmus Darwin]] 10:59, 30 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Erasmus Darwin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Utilities&amp;diff=8913</id>
		<title>40d:Utilities</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Utilities&amp;diff=8913"/>
		<updated>2007-11-28T14:25:41Z</updated>

		<summary type="html">&lt;p&gt;Erasmus Darwin: Added Water (pond refiller)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are third party applications (that were not written by Bay12Games) developed for Dwarf Fortress:&lt;br /&gt;
&lt;br /&gt;
== Movies, Screenshots, Map Files ==&lt;br /&gt;
&lt;br /&gt;
=== DF Map Compressor / DF Map Archive ===&lt;br /&gt;
&lt;br /&gt;
*[http://shadowlord13.googlepages.com/dfmap-index.html SL's DF Map Compressor - Website]&lt;br /&gt;
*[http://mkv25.net/dfma/ Dwarf Fortress Map Archive]&lt;br /&gt;
&lt;br /&gt;
The map compressor was created by Shadowlord in May 2007. Extract from the website :&lt;br /&gt;
:&amp;quot;The '''DF Map Compressor''' is a program I made to encode Dwarf Fortress fortress or world map images into a much smaller format than is possible with normal image formats. Here's a quick summary of how it works: It determines the size of your tiles from your DF font file (or asks you), splits the map up into tiles, identifies duplicate tiles, writes out every unique tile image, and then writes out a list of ID#s for each tile position which points to the tile image for that tile. What it outputs is piped through the LZMA compressor (the one used in 7-zip), to compress it further. The .df-map file which it writes out is usually less than 100 KB in size. (By comparison, a PNG of the same map can exceed 2 megabytes, depending on how well you compress it, whether you change the color depth, and whether you are using a graphical tileset or detailed font).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The compressed '''(.FDF-MAP)''' map can then be submitted to the [http://mkv25.net/dfma/ Dwarf Fortress Map Archive]; an online repository website which uses a Flash based viewer to view the map in your browser. (Read more about the [[User:Markavian#DF_Map_Archive|DF Map Archive]] on Markavian's [User page.)&lt;br /&gt;
&lt;br /&gt;
=== CMVPlayer === &lt;br /&gt;
&lt;br /&gt;
[http://www.geocities.com/jifodus/CMVPlayer.zip Download CMVPlayer.zip] &lt;br /&gt;
&lt;br /&gt;
First released by Jifodus in April 2007. This application enables playback of the DF movies (.cmv) without starting DF. It also provides some more functionalities, such as :&lt;br /&gt;
* Rewind&lt;br /&gt;
* Pause&lt;br /&gt;
* Play frame per frame&lt;br /&gt;
&lt;br /&gt;
To use, simply unzip the file, and drop and drag the movie on CMVPlayer.exe.&lt;br /&gt;
&lt;br /&gt;
== [[User:Rick|Rick]]'s utilities ==&lt;br /&gt;
Fabulous tools made by the marvelous Rick. All Hail Rick!&lt;br /&gt;
&lt;br /&gt;
Outdated tools (v0.27.169.32a): [http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=5465reveal.zip reveal.exe] [http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=tileinfo_2.zip tileinfo.exe]&lt;br /&gt;
&lt;br /&gt;
Outdated tools (v0.27.169.33a): [http://kisskapsel.se/adjuststart.exe adjuststart.exe] [http://kisskapsel.se/heal.exe heal.exe] [http://kisskapsel.se/reveal.exe reveal.exe]&lt;br /&gt;
&lt;br /&gt;
Outdated tools (v0.27.169.33b): [http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=4621adjuststart.zip adjuststart.exe] [http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=2802heal.zip heal.exe] [http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=1725reveal.zip reveal.exe] [http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=warp.zip warp.exe]&lt;br /&gt;
&lt;br /&gt;
Current tools ('''v0.27.169.33c'''):&lt;br /&gt;
&lt;br /&gt;
=== adjuststart.exe ===&lt;br /&gt;
[http://no.shizzle.se/~rgibbed/v0.27.169.33c/adjuststart.exe Download adjuststart.exe] &amp;amp;nbsp; Modifies the starting number of dwarves and/or the starting points. &amp;lt;tt&amp;gt;adjuststart.exe &amp;lt;dwarves&amp;gt; &amp;lt;points&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== heal.exe ===&lt;br /&gt;
[http://no.shizzle.se/~rgibbed/v0.27.169.33c/heal.exe Download heal.exe] &amp;amp;nbsp; Heals creature limbs (any creature you can highlight with V basically). You can optionally hurt a creature by specifying -hurt on the command-line arguments.&lt;br /&gt;
&lt;br /&gt;
=== reveal.exe ===&lt;br /&gt;
[http://no.shizzle.se/~rgibbed/v0.27.169.33c/reveal.exe Download reveal.exe] &amp;amp;nbsp; Makes as much of the map visible as it can (eg, it can't reveal unallocated map blocks)  Run while Dwarf Fortress is running.&lt;br /&gt;
&lt;br /&gt;
If you want to reveal the entire map, go to the furthest Z level down you can get to, and designate the entire bottom to be mined, then remove the designation, then run reveal.&lt;br /&gt;
&lt;br /&gt;
=== warp.exe ===&lt;br /&gt;
[http://no.shizzle.se/~rgibbed/v0.27.169.33c/warp.exe Download warp.exe] &amp;amp;nbsp; A creature warper, similar to teleport, but properly sets occupancy flags of the tiles with some limitations (eg: if there are multiple creatures on the source tile, the occupancy flag will still be unset).&lt;br /&gt;
&lt;br /&gt;
== Dwarf Foreman ==&lt;br /&gt;
[http://www.pavlovian.net/foreman/ Home page]. Makes switching jobs on and off for large numbers of dwarves simple. Dwarves are grouped by their profession, or custom profession if they have one. By clicking on the graph you can enable any job for all dwarves with that profession. Still in alpha for this version of DF, if it doesn't recognise one of the new professions, check the file '''debug.txt''' in the directory you run foreman from.&lt;br /&gt;
&lt;br /&gt;
Though prone to crashing currently, saving and exiting DF, starting foreman and then starting DF again will usually get it working again. Zorba would also appreciate it if you'd email him the crash log located in the Dwarf Foreman directory when this happens (zorba-foremancrash@pavlovian.net).&lt;br /&gt;
&lt;br /&gt;
Dwarf Foreman currently allows you to change the jobs of visiting merchants, outpost liaisons, children, and any other dwarves that aren't normally controllable. It is unsupported but occasionally hilarious, and allows you to finally put those lazy dwarven children to work.&lt;br /&gt;
&lt;br /&gt;
This handy utility would be an ideal complent to an updated LabourDF.&lt;br /&gt;
&lt;br /&gt;
Source code is available.&lt;br /&gt;
&lt;br /&gt;
== StartProfile ==&lt;br /&gt;
Jifodus wrote a little utility that lets you maintain profiles of your starting dwarves.&lt;br /&gt;
Works for versions 0.27.169.33b and 0.27.169.33c. Check the readme to find out how to switch between the two versions.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001367 Discussion thread]&lt;br /&gt;
&lt;br /&gt;
[http://www.geocities.com/jifodus/StartProfile.zip StartProfile utility]&lt;br /&gt;
&lt;br /&gt;
Incidentally, if you try this utility, please report success/failure in [[Talk:Utilities#StartProfile|the utilities talk page]].&lt;br /&gt;
&lt;br /&gt;
== Enable Magma Buildings ==&lt;br /&gt;
Helper utility for Rick's reveal.exe&amp;lt;br/&amp;gt;&lt;br /&gt;
[http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=enable_magma_buildings.zip enable_magma_buildings.zip]&lt;br /&gt;
&lt;br /&gt;
You need this utility in the case that you used the reveal utility, and&lt;br /&gt;
you had not yet discovered any subsurface magma.&lt;br /&gt;
(If the hide utility is ever updated, you could also hide a few magma&lt;br /&gt;
tiles and then dig them out.  That worked in the old version.)&lt;br /&gt;
&lt;br /&gt;
Because there is no actual flag that controls whether magma has been seen&lt;br /&gt;
(the game searches a list, probably a list of notable events), I had to&lt;br /&gt;
patch the game's code.  This means you need to run the utility every time&lt;br /&gt;
you start dwarfort.exe.&lt;br /&gt;
&lt;br /&gt;
This utility has been made version-independent.  &lt;br /&gt;
It is expected to work with future releases of Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
== Teleport ==&lt;br /&gt;
[http://angband.org/~erasmus/df/teleport22.zip teleport22.zip] -- Teleport dwarves and other creatures&lt;br /&gt;
&lt;br /&gt;
Version 2.2 is &amp;lt;u&amp;gt;really&amp;lt;/u&amp;gt; now independent of the DF version. (33c)&lt;br /&gt;
&lt;br /&gt;
Caveat: The teleport utility does not correctly set the occupancy flag for map squares.  As a results, dwarves will permanently crawl through the square that you teleported them out of.&lt;br /&gt;
&lt;br /&gt;
== Water ==&lt;br /&gt;
[http://angband.org/~erasmus/df/water.exe water.exe] -- Quick hack to refill ponds.  Run this while your fortress is up, and it'll restore any &amp;quot;murky pool&amp;quot; tiles (i.e. the floor of ponds and lakes) to 7/7 water.  If you've tunneled into a pond, it'll still refill but will flow out normally.&lt;br /&gt;
&lt;br /&gt;
Only works with version 33c due to its &amp;quot;quick hack&amp;quot; status.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== [http://en.wikipedia.org/wiki/Macro_%28computer_science%29 Macro Programs] ==&lt;br /&gt;
A program that lets you program scripts/macros so that when you press a certain key combination, or in any other fashion activates the program, a series of keystrokes is sent to the active program instead.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.autohotkey.com/ AutoHotKey] ===&lt;br /&gt;
AHK lets you define global hotkeys to send a sequence of keystrokes. For example, you can have {{key|alt}}+{{key|w}} replace {{key|b}}-{{key|C}}-{{key|w}}-{{key|Enter}}-{{key|Enter}} to make wall building much easier.&lt;br /&gt;
&lt;br /&gt;
:*[[User:Valdemar|Rewall Macro]]&amp;lt;br&amp;gt;This AutoHotKey macro lets you rewall much more quickly. For instructions, go to the page above.&lt;br /&gt;
:*[[User:Jackard|Dump Macros]]&lt;/div&gt;</summary>
		<author><name>Erasmus Darwin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Tile_types_in_DF_memory&amp;diff=29545</id>
		<title>40d Talk:Tile types in DF memory</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Tile_types_in_DF_memory&amp;diff=29545"/>
		<updated>2007-11-27T02:07:40Z</updated>

		<summary type="html">&lt;p&gt;Erasmus Darwin: More tiles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For tile #2 (murky pool), I changed a random outdoor tile to it, and it was the brown, dry wavy lines &amp;quot;murky pool&amp;quot; that you get when you completely drain a pre-existing pond.  I suspect whether it's rendered blue (full) or brown (dry) depends on the flow, as defined in the separate &amp;quot;Designation&amp;quot; list defined in the map block right after the tile list.&amp;lt;p&amp;gt;&lt;br /&gt;
Also, #49 is a bright-green, grassy &amp;quot;X&amp;quot; up/down stairs.  #50 is a &amp;quot;&amp;gt;&amp;quot; down stair (again grassy, bright-green).  #51 is a &amp;quot;&amp;lt;&amp;quot; up stair (ditto on grassy and bright-green).&amp;lt;br&amp;gt;&lt;br /&gt;
 #52-54 seem to be the same things only dark green instead of bright green (still grassy, though).&amp;lt;br&amp;gt;&lt;br /&gt;
 #55-57 are the same thing only made out of shale (which is the same stone type for the general area I was experimenting in, so I'm pretty sure the exact stone type is defined elsewhere).&amp;lt;br&amp;gt;&lt;br /&gt;
 #58-60 are the same thing made out of red sand (which seems to be the other mineral type for the area -- I have shale boulders, but &amp;quot;worn away&amp;quot; patches of ground become red sand).&amp;lt;br&amp;gt;&lt;br /&gt;
 #61-63 are the same thing made out of rock (bright white).&amp;lt;br&amp;gt;&lt;br /&gt;
...and that seems to be the end of that pattern as #64 is &amp;quot;unknown&amp;quot;, and #65 is a shale fortification.&amp;lt;p&amp;gt;&lt;br /&gt;
Sorry for the disjointed nature of this message, but I just sort of typed it up as I was trying it. -- [[User:Erasmus Darwin|Erasmus Darwin]] 20:22, 26 November 2007 (EST)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I was way too bored:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
0 -&amp;gt; Unknown&amp;lt;br /&amp;gt;&lt;br /&gt;
3-18 -&amp;gt; Unknown&amp;lt;br /&amp;gt;&lt;br /&gt;
19 -&amp;gt; Driftwood (light gray &amp;quot;bars&amp;quot; symbol)&amp;lt;br /&amp;gt;&lt;br /&gt;
20-23 -&amp;gt; Unknown&amp;lt;br /&amp;gt;&lt;br /&gt;
24 -&amp;gt; Tree (bright red &amp;quot;T&amp;quot;) &amp;lt;- Some sort of red sand bug?&amp;lt;br /&amp;gt;&lt;br /&gt;
25 -&amp;gt; Ice Up/Down Stairway (bright cyan &amp;quot;X&amp;quot;)&amp;lt;br /&amp;gt;&lt;br /&gt;
26 -&amp;gt; Ice Downward Stairway (&amp;quot;&amp;gt;&amp;quot;)&amp;lt;br /&amp;gt;&lt;br /&gt;
27 -&amp;gt; Ice Upward Stairway (&amp;quot;&amp;lt;&amp;quot;)&amp;lt;br /&amp;gt;&lt;br /&gt;
28-31 -&amp;gt; Unknown&amp;lt;br /&amp;gt;&lt;br /&gt;
34 -&amp;gt; Shrub (bright red &amp;quot;V&amp;quot;) &amp;lt;- Some sort of red sand bug?&amp;lt;br /&amp;gt;&lt;br /&gt;
35 -&amp;gt; Chasm&amp;lt;br /&amp;gt;&lt;br /&gt;
36-38 -&amp;gt; Obsidian stairway trio (gray)&amp;lt;br /&amp;gt;&lt;br /&gt;
39-41 -&amp;gt; Red sand stairway trio (bright red)&amp;lt;br /&amp;gt;&lt;br /&gt;
42 -&amp;gt; Eerie Glowing Pit (bright red &amp;quot;#&amp;quot;)&amp;lt;br /&amp;gt;&lt;br /&gt;
43 -&amp;gt; Smooth shale (gray &amp;quot;+&amp;quot;)&amp;lt;br /&amp;gt;&lt;br /&gt;
44 -&amp;gt; Obsidian (gray &amp;quot;+&amp;quot;)&amp;lt;br /&amp;gt;&lt;br /&gt;
45 -&amp;gt; Rock (bright white &amp;quot;+&amp;quot;)&amp;lt;br /&amp;gt;&lt;br /&gt;
46 -&amp;gt; Red sand (bright red &amp;quot;+&amp;quot;)&amp;lt;br /&amp;gt;&lt;br /&gt;
47 -&amp;gt; Level Ice Floor (bright cyan &amp;quot;+&amp;quot;)&amp;lt;br /&amp;gt;&lt;br /&gt;
48 -&amp;gt; Unknown&amp;lt;br /&amp;gt;&lt;br /&gt;
66 -&amp;gt; Unknown&amp;lt;br /&amp;gt;&lt;br /&gt;
67 -&amp;gt; Ashes (animated spider web symbol, color changes between dark red, bright red, and bright yellow)&amp;lt;br /&amp;gt;&lt;br /&gt;
68-69 -&amp;gt; Unknown&amp;lt;br /&amp;gt;&lt;br /&gt;
70 -&amp;gt; Ashes (animated changes between &amp;quot;,&amp;quot; &amp;quot;.&amp;quot; &amp;quot;`&amp;quot; and &amp;quot;'&amp;quot; along with the same colors as #67).&amp;lt;br /&amp;gt;&lt;br /&gt;
71-78 -&amp;gt; Unknown&amp;lt;br /&amp;gt;&lt;br /&gt;
79 -&amp;gt; Shale pillar (gray &amp;quot;O&amp;quot;)&amp;lt;br /&amp;gt;&lt;br /&gt;
80 -&amp;gt; Obsidian pillar (gray &amp;quot;O&amp;quot;)&amp;lt;br /&amp;gt;&lt;br /&gt;
81 -&amp;gt; Rock pillar (bright white &amp;quot;O&amp;quot;)&amp;lt;br /&amp;gt;&lt;br /&gt;
82 -&amp;gt; Red sand pillar (bright red &amp;quot;O&amp;quot;)&amp;lt;br /&amp;gt;&lt;br /&gt;
83 -&amp;gt; Ice pillar (bright cyan &amp;quot;O&amp;quot;)&amp;lt;br /&amp;gt;&lt;br /&gt;
84-88 -&amp;gt; Unknown&amp;lt;br /&amp;gt;&lt;br /&gt;
89 -&amp;gt; Waterfall (brown water-style squiggles)&amp;lt;br /&amp;gt;&lt;br /&gt;
90 -&amp;gt; River Source (brown water-style squiggles)&amp;lt;br /&amp;gt;&lt;br /&gt;
91-175 -&amp;gt; Unknown&amp;lt;br /&amp;gt;&lt;br /&gt;
176 -&amp;gt; Rough-hewn shale wall (looks partially mined)&amp;lt;br /&amp;gt;&lt;br /&gt;
177 -&amp;gt; Rough-hewn shale wall (looks a little less mined)&amp;lt;br /&amp;gt;&lt;br /&gt;
178 -&amp;gt; Rough-hewn shale wall (looks somewhat mined)&amp;lt;br /&amp;gt;&lt;br /&gt;
179-218 -&amp;gt; Unknown&amp;lt;br /&amp;gt;&lt;br /&gt;
220-230 -&amp;gt; Unknown&amp;lt;br /&amp;gt;&lt;br /&gt;
232 -&amp;gt; Unknown&amp;lt;br /&amp;gt;&lt;br /&gt;
233 -&amp;gt; Dry Grass Upward Slope (bright yellow slope symbol)&amp;lt;br /&amp;gt;&lt;br /&gt;
234 -&amp;gt; Dead Grass Upward Slope (brown slope symbol)&amp;lt;br /&amp;gt;&lt;br /&gt;
235 -&amp;gt; Grassy Upward Slope (bright green slope symbol)&amp;lt;br /&amp;gt;&lt;br /&gt;
236 -&amp;gt; Grassy Upward Slope (dark green slope symbol)&amp;lt;br /&amp;gt;&lt;br /&gt;
237-241 -&amp;gt; Shale, Obsidian, Rock, Red Sand, Red Sand Upward Slopes (Yes, Red Sand twice, and they look identical).&amp;lt;br /&amp;gt;&lt;br /&gt;
242 -&amp;gt; Ashes (Gray &amp;quot;&amp;gt;=&amp;quot; symbol)&amp;lt;br /&amp;gt;&lt;br /&gt;
243 -&amp;gt; Ashes (Gray &amp;quot;&amp;lt;=&amp;quot; symbol)&amp;lt;br /&amp;gt;&lt;br /&gt;
244 -&amp;gt; Ashes (Gray &amp;quot;~&amp;quot;)&amp;lt;br /&amp;gt;&lt;br /&gt;
245 -&amp;gt; Glacial Upward Slope (bright cyan slope symbol)&amp;lt;br /&amp;gt;&lt;br /&gt;
246-257 -&amp;gt; Unknown&amp;lt;br /&amp;gt;&lt;br /&gt;
258-260 -&amp;gt; Ice (bright cyan looks like one of the mined wall symbols, but all 3 look the same)&amp;lt;br /&amp;gt;&lt;br /&gt;
261 -&amp;gt; Furrowed red sand (bright red &amp;quot;~&amp;quot;)&amp;lt;br /&amp;gt;&lt;br /&gt;
262 -&amp;gt; Ice (looks like a different partially mined wall symbol)&amp;lt;br /&amp;gt;&lt;br /&gt;
263 -&amp;gt; Unknown&amp;lt;br /&amp;gt;&lt;br /&gt;
264 -&amp;gt; Lava flow (dark red squiggles)&amp;lt;br /&amp;gt;&lt;br /&gt;
265 -&amp;gt; Red sand wall&amp;lt;br /&amp;gt;&lt;br /&gt;
266-268 -&amp;gt; Unknown&amp;lt;br /&amp;gt;&lt;br /&gt;
269 -&amp;gt; Smooth Obsidian Wall (looks kind of like pi -- it probably just looks weird because it's a stray piece of smooth wall, so it can form its regular pattern with more smooth wall segments)&amp;lt;br /&amp;gt;&lt;br /&gt;
270 -&amp;gt; Smooth Obsidian Wall (looks kind of like an 'F')&amp;lt;br /&amp;gt;&lt;br /&gt;
271 -&amp;gt; Vertical mirror of 270.&amp;lt;br /&amp;gt;&lt;br /&gt;
272 -&amp;gt; Vertical mirror of 269.&amp;lt;br /&amp;gt;&lt;br /&gt;
273 -&amp;gt; H/V mirror of 270.&amp;lt;br /&amp;gt;&lt;br /&gt;
274 -&amp;gt; H mirror of 272.&amp;lt;br /&amp;gt;&lt;br /&gt;
275 -&amp;gt; H mirror of 270.&amp;lt;br /&amp;gt;&lt;br /&gt;
276 -&amp;gt; H mirror of 269.&amp;lt;br /&amp;gt;&lt;br /&gt;
277 -&amp;gt; Smooth Obsidian Wall (looks just like fortifications)&amp;lt;br /&amp;gt;&lt;br /&gt;
278-287 -&amp;gt; Even more smooth obsidian wall tiles, all different symbols.&amp;lt;br /&amp;gt;&lt;br /&gt;
288-306 -&amp;gt; Same thing but &amp;quot;Rock&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
307-325 -&amp;gt; Ditto for Shale&amp;lt;br /&amp;gt;&lt;br /&gt;
326 -&amp;gt; Obsidian Fortification&amp;lt;br /&amp;gt;&lt;br /&gt;
327 -&amp;gt; Rock Fortification&amp;lt;br /&amp;gt;&lt;br /&gt;
328-331 -&amp;gt; Rough-hewn Obsidian Wall&amp;lt;br /&amp;gt;&lt;br /&gt;
332-335 -&amp;gt; Rough-hewn Rock Wall&amp;lt;br /&amp;gt;&lt;br /&gt;
336-339 -&amp;gt; Shale (gray &amp;quot;.&amp;quot;)&amp;lt;br /&amp;gt;&lt;br /&gt;
340-343 -&amp;gt; Obsidian (gray &amp;quot;.&amp;quot;)&amp;lt;br /&amp;gt;&lt;br /&gt;
344-347 -&amp;gt; Rock (bright white &amp;quot;.&amp;quot;)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unknown means that DF referred to the square as &amp;quot;Unknown&amp;quot; when I forced the tile to that value.  I did this on a surface level-square which explains why I got plain &amp;quot;.&amp;quot; symbols toward the end whereas you had the unknown/unmined ` ' &amp;quot; ' type symbols in your chart. -- [[User:Erasmus Darwin|Erasmus Darwin]] 21:07, 26 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Erasmus Darwin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Tile_types_in_DF_memory&amp;diff=29544</id>
		<title>40d Talk:Tile types in DF memory</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Tile_types_in_DF_memory&amp;diff=29544"/>
		<updated>2007-11-27T01:22:18Z</updated>

		<summary type="html">&lt;p&gt;Erasmus Darwin: New page: For tile #2 (murky pool), I changed a random outdoor tile to it, and it was the brown, dry wavy lines &amp;quot;murky pool&amp;quot; that you get when you completely drain a pre-existing pond.  I suspect wh...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For tile #2 (murky pool), I changed a random outdoor tile to it, and it was the brown, dry wavy lines &amp;quot;murky pool&amp;quot; that you get when you completely drain a pre-existing pond.  I suspect whether it's rendered blue (full) or brown (dry) depends on the flow, as defined in the separate &amp;quot;Designation&amp;quot; list defined in the map block right after the tile list.&amp;lt;p&amp;gt;&lt;br /&gt;
Also, #49 is a bright-green, grassy &amp;quot;X&amp;quot; up/down stairs.  #50 is a &amp;quot;&amp;gt;&amp;quot; down stair (again grassy, bright-green).  #51 is a &amp;quot;&amp;lt;&amp;quot; up stair (ditto on grassy and bright-green).&amp;lt;br&amp;gt;&lt;br /&gt;
 #52-54 seem to be the same things only dark green instead of bright green (still grassy, though).&amp;lt;br&amp;gt;&lt;br /&gt;
 #55-57 are the same thing only made out of shale (which is the same stone type for the general area I was experimenting in, so I'm pretty sure the exact stone type is defined elsewhere).&amp;lt;br&amp;gt;&lt;br /&gt;
 #58-60 are the same thing made out of red sand (which seems to be the other mineral type for the area -- I have shale boulders, but &amp;quot;worn away&amp;quot; patches of ground become red sand).&amp;lt;br&amp;gt;&lt;br /&gt;
 #61-63 are the same thing made out of rock (bright white).&amp;lt;br&amp;gt;&lt;br /&gt;
...and that seems to be the end of that pattern as #64 is &amp;quot;unknown&amp;quot;, and #65 is a shale fortification.&amp;lt;p&amp;gt;&lt;br /&gt;
Sorry for the disjointed nature of this message, but I just sort of typed it up as I was trying it. -- [[User:Erasmus Darwin|Erasmus Darwin]] 20:22, 26 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Erasmus Darwin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Memory_hacking/v0.27.169.33c&amp;diff=29415</id>
		<title>40d Talk:Memory hacking/v0.27.169.33c</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Memory_hacking/v0.27.169.33c&amp;diff=29415"/>
		<updated>2007-11-26T15:30:16Z</updated>

		<summary type="html">&lt;p&gt;Erasmus Darwin: art_defacement_malus?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What's art_defacement_malus? -- [[User:Erasmus Darwin|Erasmus Darwin]] 10:30, 26 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Erasmus Darwin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Utilities&amp;diff=8909</id>
		<title>40d:Utilities</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Utilities&amp;diff=8909"/>
		<updated>2007-11-25T21:57:03Z</updated>

		<summary type="html">&lt;p&gt;Erasmus Darwin: /* Teleport */ Switched to direct download link for 2.2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are third party applications (that were not written by Bay12Games) developed for Dwarf Fortress:&lt;br /&gt;
&lt;br /&gt;
== Movies, Screenshots, Map Files ==&lt;br /&gt;
&lt;br /&gt;
=== DF Map Compressor / DF Map Archive ===&lt;br /&gt;
&lt;br /&gt;
*[http://shadowlord13.googlepages.com/dfmap-index.html SL's DF Map Compressor - Website]&lt;br /&gt;
*[http://mkv25.net/dfma/ Dwarf Fortress Map Archive]&lt;br /&gt;
&lt;br /&gt;
The map compressor was created by Shadowlord in May 2007. Extract from the website :&lt;br /&gt;
:&amp;quot;The '''DF Map Compressor''' is a program I made to encode Dwarf Fortress fortress or world map images into a much smaller format than is possible with normal image formats. Here's a quick summary of how it works: It determines the size of your tiles from your DF font file (or asks you), splits the map up into tiles, identifies duplicate tiles, writes out every unique tile image, and then writes out a list of ID#s for each tile position which points to the tile image for that tile. What it outputs is piped through the LZMA compressor (the one used in 7-zip), to compress it further. The .df-map file which it writes out is usually less than 100 KB in size. (By comparison, a PNG of the same map can exceed 2 megabytes, depending on how well you compress it, whether you change the color depth, and whether you are using a graphical tileset or detailed font).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The compressed '''(.FDF-MAP)''' map can then be submitted to the [http://mkv25.net/dfma/ Dwarf Fortress Map Archive]; an online repository website which uses a Flash based viewer to view the map in your browser. (Read more about the [[User:Markavian#DF_Map_Archive|DF Map Archive]] on Markavian's [User page.)&lt;br /&gt;
&lt;br /&gt;
=== CMVPlayer === &lt;br /&gt;
&lt;br /&gt;
[http://www.geocities.com/jifodus/CMVPlayer.zip Download CMVPlayer.zip] &lt;br /&gt;
&lt;br /&gt;
First released by Jifodus in April 2007. This application enables playback of the DF movies (.cmv) without starting DF. It also provides some more functionalities, such as :&lt;br /&gt;
* Rewind&lt;br /&gt;
* Pause&lt;br /&gt;
* Play frame per frame&lt;br /&gt;
&lt;br /&gt;
To use, simply unzip the file, and drop and drag the movie on CMVPlayer.exe.&lt;br /&gt;
&lt;br /&gt;
== [[User:Rick|Rick]]'s utilities ==&lt;br /&gt;
Fabulous tools made by the marvelous Rick. All Hail Rick!&lt;br /&gt;
&lt;br /&gt;
Outdated tools (v0.27.169.32a): [http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=5465reveal.zip reveal.exe] [http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=tileinfo_2.zip tileinfo.exe]&lt;br /&gt;
&lt;br /&gt;
Outdated tools (v0.27.169.33a): [http://kisskapsel.se/adjuststart.exe adjuststart.exe] [http://kisskapsel.se/heal.exe heal.exe] [http://kisskapsel.se/reveal.exe reveal.exe]&lt;br /&gt;
&lt;br /&gt;
Current tools ('''v0.27.169.33b'''):&lt;br /&gt;
&lt;br /&gt;
=== adjuststart.exe ===&lt;br /&gt;
[http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=4621adjuststart.zip Download adjuststart.exe] &amp;amp;nbsp; Modifies the starting number of dwarves and/or the starting points. &amp;lt;tt&amp;gt;adjuststart.exe &amp;lt;dwarves&amp;gt; &amp;lt;points&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== heal.exe ===&lt;br /&gt;
[http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=2802heal.zip Download heal.exe] &amp;amp;nbsp; Heals creature limbs (any creature you can highlight with V basically). You can optionally hurt a creature by specifying -hurt on the command-line arguments.&lt;br /&gt;
&lt;br /&gt;
=== reveal.exe ===&lt;br /&gt;
[http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=1725reveal.zip Download reveal.exe] &amp;amp;nbsp; Makes as much of the map visible as it can (eg, it can't reveal unallocated map blocks)  Run while Dwarf Fortress is running.&lt;br /&gt;
&lt;br /&gt;
If you want to reveal the entire map, go to the furthest Z level down you can get to, and designate the entire bottom to be mined, then remove the designation, then run reveal.&lt;br /&gt;
&lt;br /&gt;
=== warp.exe ===&lt;br /&gt;
[http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=warp.zip Download warp.exe] &amp;amp;nbsp; A creature warper, similar to teleport, but properly sets occupancy flags of the tiles with some limitations (eg: if there are multiple creatures on the source tile, the occupancy flag will still be unset).&lt;br /&gt;
&lt;br /&gt;
== Dwarf Foreman ==&lt;br /&gt;
[http://www.pavlovian.net/foreman/ Home page]. Makes switching jobs on and off for large numbers of dwarves simple. Dwarves are grouped by their profession, or custom profession if they have one. By clicking on the graph you can enable any job for all dwarves with that profession. Still in alpha for this version of DF, if it doesn't recognise one of the new professions, check the file '''debug.txt''' in the directory you run foreman from.&lt;br /&gt;
&lt;br /&gt;
Though prone to crashing currently, saving and exiting DF, starting foreman and then starting DF again will usually get it working again. Zorba would also appreciate it if you'd email him the crash log located in the Dwarf Foreman directory when this happens (zorba-foremancrash@pavlovian.net).&lt;br /&gt;
&lt;br /&gt;
Dwarf Foreman currently allows you to change the jobs of visiting merchants, outpost liaisons, children, and any other dwarves that aren't normally controllable. It is unsupported but occasionally hilarious, and allows you to finally put those lazy dwarven children to work.&lt;br /&gt;
&lt;br /&gt;
This handy utility would be an ideal complent to an updated LabourDF.&lt;br /&gt;
&lt;br /&gt;
Source code is available.&lt;br /&gt;
&lt;br /&gt;
== StartProfile ==&lt;br /&gt;
Jifodus wrote a little utility that lets you maintain profiles of your starting dwarves.&lt;br /&gt;
Works for versions 0.27.169.33b and 0.27.169.33c. Check the readme to find out how to switch between the two versions.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001367 Discussion thread]&lt;br /&gt;
&lt;br /&gt;
[http://www.geocities.com/jifodus/StartProfile.zip StartProfile utility]&lt;br /&gt;
&lt;br /&gt;
Incidentally, if you try this utility, please report success/failure in [[Talk:Utilities|the utilities talk page]].&lt;br /&gt;
&lt;br /&gt;
== Enable Magma Buildings ==&lt;br /&gt;
Helper utility for Rick's reveal.exe&amp;lt;br/&amp;gt;&lt;br /&gt;
[http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=enable_magma_buildings.zip enable_magma_buildings.zip]&lt;br /&gt;
&lt;br /&gt;
You need this utility in the case that you used the reveal utility, and&lt;br /&gt;
you had not yet discovered any subsurface magma.&lt;br /&gt;
(If the hide utility is ever updated, you could also hide a few magma&lt;br /&gt;
tiles and then dig them out.  That worked in the old version.)&lt;br /&gt;
&lt;br /&gt;
Because there is no actual flag that controls whether magma has been seen&lt;br /&gt;
(the game searches a list, probably a list of notable events), I had to&lt;br /&gt;
patch the game's code.  This means you need to run the utility every time&lt;br /&gt;
you start dwarfort.exe.&lt;br /&gt;
&lt;br /&gt;
This utility has been made version-independent.  &lt;br /&gt;
It is expected to work with future releases of Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Teleport ==&lt;br /&gt;
[http://angband.org/~erasmus/df/teleport22.zip teleport22.zip] -- Teleport dwarves and other creatures&lt;br /&gt;
&lt;br /&gt;
Version 2.2 is &amp;lt;u&amp;gt;really&amp;lt;/u&amp;gt; now independent of the DF version. (33c)&lt;br /&gt;
&lt;br /&gt;
Caveat: The teleport utility does not correctly set the occupancy flag for map squares.  As a results, dwarves will permanently crawl through the square that you teleported them out of.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== [http://en.wikipedia.org/wiki/Macro_%28computer_science%29 Macro Programs] ==&lt;br /&gt;
A program that lets you program scripts/macros so that when you press a certain key combination, or in any other fashion activates the program, a series of keystrokes is sent to the active program instead.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.autohotkey.com/ AutoHotKey] ===&lt;br /&gt;
AHK lets you define global hotkeys to send a sequence of keystrokes. For example, you can have {{key|alt}}+{{key|w}} replace {{key|b}}-{{key|C}}-{{key|w}}-{{key|Enter}}-{{key|Enter}} to make wall building much easier.&lt;br /&gt;
&lt;br /&gt;
---[[User:Valdemar|Rewall Macro]]&lt;br /&gt;
This AutoHotKey macro lets you rewall much more quickly. For instructions, go to the page above.&lt;/div&gt;</summary>
		<author><name>Erasmus Darwin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Utilities&amp;diff=8903</id>
		<title>40d:Utilities</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Utilities&amp;diff=8903"/>
		<updated>2007-11-18T22:25:10Z</updated>

		<summary type="html">&lt;p&gt;Erasmus Darwin: Teleport 2.1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are third party applications (that were not written by Bay12Games) developed for Dwarf Fortress:&lt;br /&gt;
&lt;br /&gt;
== Movies, Screenshots, Map Files ==&lt;br /&gt;
&lt;br /&gt;
=== DF Map Compressor / DF Map Archive ===&lt;br /&gt;
&lt;br /&gt;
*[http://shadowlord13.googlepages.com/dfmap-index.html SL's DF Map Compressor - Website]&lt;br /&gt;
*[http://mkv25.net/dfma/ Dwarf Fortress Map Archive]&lt;br /&gt;
&lt;br /&gt;
The map compressor was created by Shadowlord in May 2007. Extract from the website :&lt;br /&gt;
:&amp;quot;The '''DF Map Compressor''' is a program I made to encode Dwarf Fortress fortress or world map images into a much smaller format than is possible with normal image formats. Here's a quick summary of how it works: It determines the size of your tiles from your DF font file (or asks you), splits the map up into tiles, identifies duplicate tiles, writes out every unique tile image, and then writes out a list of ID#s for each tile position which points to the tile image for that tile. What it outputs is piped through the LZMA compressor (the one used in 7-zip), to compress it further. The .df-map file which it writes out is usually less than 100 KB in size. (By comparison, a PNG of the same map can exceed 2 megabytes, depending on how well you compress it, whether you change the color depth, and whether you are using a graphical tileset or detailed font).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The compressed '''(.FDF-MAP)''' map can then be submitted to the [http://mkv25.net/dfma/ Dwarf Fortress Map Archive]; an online repository website which uses a Flash based viewer to view the map in your browser. (Read more about the [[User:Markavian#DF_Map_Archive|DF Map Archive]] on Markavian's [User page.)&lt;br /&gt;
&lt;br /&gt;
=== CMVPlayer === &lt;br /&gt;
&lt;br /&gt;
[http://www.geocities.com/jifodus/CMVPlayer.zip Download CMVPlayer.zip] &lt;br /&gt;
&lt;br /&gt;
First released by Jifodus in April 2007. This application enables playback of the DF movies (.cmv) without starting DF. It also provides some more functionalities, such as :&lt;br /&gt;
* Rewind&lt;br /&gt;
* Pause&lt;br /&gt;
* Play frame per frame&lt;br /&gt;
&lt;br /&gt;
To use, simply unzip the file, and drop and drag the movie on CMVPlayer.exe.&lt;br /&gt;
&lt;br /&gt;
== [[User:Rick|Rick]]'s utilities ==&lt;br /&gt;
Fabulous tools made by the marvelous Rick. All Hail Rick!&lt;br /&gt;
&lt;br /&gt;
Outdated tools (v0.27.169.32a): [http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=5465reveal.zip reveal.exe] [http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=tileinfo_2.zip tileinfo.exe]&lt;br /&gt;
&lt;br /&gt;
Outdated tools (v0.27.169.33a):&lt;br /&gt;
&lt;br /&gt;
[http://kisskapsel.se/adjuststart.exe adjuststart.exe] [http://kisskapsel.se/heal.exe heal.exe] [http://kisskapsel.se/reveal.exe reveal.exe]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Current tools ('''v0.27.169.33b'''):&lt;br /&gt;
&lt;br /&gt;
''When the tools are mirrored they'll be linked here.''&lt;br /&gt;
&lt;br /&gt;
'''adjuststart.exe''' Modifies the starting number of dwarves and/or the starting points. Commandline: &amp;lt;tt&amp;gt;adjuststart.exe &amp;lt;dwarves&amp;gt; &amp;lt;points&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''heal.exe''' Heals creature limbs (any creature you can highlight with V basically). You can optionally hurt a creature by specifying -hurt on the command-line arguments.&lt;br /&gt;
&lt;br /&gt;
'''reveal.exe''' Makes as much of the map visible as it can (eg, it can't reveal unallocated map blocks) Run while Dwarf Fortress is running. If you want to reveal the entire map, go to the furthest Z level down you can get to, and designate the entire bottom to be mined, then remove the designation, then run reveal.&lt;br /&gt;
&lt;br /&gt;
'''warp.exe''' Could this possibly be the replacement for teleport.exe? Only Rick knows...&lt;br /&gt;
&lt;br /&gt;
== Dwarf Foreman ==&lt;br /&gt;
[http://www.pavlovian.net/foreman/ Home page]. Makes switching jobs on and off for large numbers of dwarves simple. Dwarves are grouped by their profession, or custom profession if they have one. By clicking on the graph you can enable any job for all dwarves with that profession. Still in alpha for this version of DF, if it doesn't recognise one of the new professions, check the file '''debug.txt''' in the directory you run foreman from.&lt;br /&gt;
&lt;br /&gt;
Though prone to crashing currently, saving and exiting DF, starting foreman and then starting DF again will usually get it working again. Zorba would also appreciate it if you'd email him the crash log located in the Dwarf Foreman directory when this happens (zorba-foremancrash@pavlovian.net).&lt;br /&gt;
&lt;br /&gt;
Dwarf Foreman currently allows you to change the jobs of visiting merchants, outpost liaisons, children, and any other dwarves that aren't normally controllable. It is unsupported but occasionally hilarious, and allows you to finally put those lazy dwarven children to work.&lt;br /&gt;
&lt;br /&gt;
This handy utility would be an ideal complent to an updated LabourDF.&lt;br /&gt;
&lt;br /&gt;
Source code is available.&lt;br /&gt;
&lt;br /&gt;
== Enable Magma Buildings ==&lt;br /&gt;
Helper utility for Rick's reveal.exe&amp;lt;br/&amp;gt;&lt;br /&gt;
[http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=enable_magma_buildings.zip enable_magma_buildings.zip]&lt;br /&gt;
&lt;br /&gt;
You need this utility in the case that you used the reveal utility, and&lt;br /&gt;
you had not yet discovered any subsurface magma.&lt;br /&gt;
(If the hide utility is ever updated, you could also hide a few magma&lt;br /&gt;
tiles and then dig them out.  That worked in the old version.)&lt;br /&gt;
&lt;br /&gt;
Because there is no actual flag that controls whether magma has been seen&lt;br /&gt;
(the game searches a list, probably a list of notable events), I had to&lt;br /&gt;
patch the game's code.  This means you need to run the utility every time&lt;br /&gt;
you start dwarfort.exe.&lt;br /&gt;
&lt;br /&gt;
This utility has been made version-independent.  &lt;br /&gt;
It is expected to work with future releases of Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Teleport ==&lt;br /&gt;
[http://angband.org/~erasmus/df/teleport21.zip teleport21.zip] -- Teleport dwarves and other creatures&lt;br /&gt;
&lt;br /&gt;
Version 2.1 is now independent of the DF version.&lt;br /&gt;
&lt;br /&gt;
Caveat: The teleport utility does not correctly set the occupancy flag for map squares.  As a results, dwarves will permanently crawl through the square that you teleported them out of.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== [http://en.wikipedia.org/wiki/Macro_%28computer_science%29 Macro Programs] ==&lt;br /&gt;
A program that lets you program scripts/macros so that when you press a certain key combination, or in any other fashion activates the program, a series of keystrokes is sent to the active program instead.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.autohotkey.com/ AutoHotKey] ===&lt;br /&gt;
AHK lets you define global hotkeys to send a sequence of keystrokes. For example, you can have {{key|alt}}+{{key|w}} replace {{key|b}}-{{key|C}}-{{key|w}}-{{key|Enter}}-{{key|Enter}} to make wall building much easier.&lt;br /&gt;
&lt;br /&gt;
---[[User:Valdemar|Rewall Macro]]&lt;br /&gt;
This AutoHotKey macro lets you rewall much more quickly. For instructions, go to the page above.&lt;/div&gt;</summary>
		<author><name>Erasmus Darwin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Erasmus_Darwin&amp;diff=27118</id>
		<title>User talk:Erasmus Darwin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Erasmus_Darwin&amp;diff=27118"/>
		<updated>2007-11-18T17:10:04Z</updated>

		<summary type="html">&lt;p&gt;Erasmus Darwin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey there,&amp;lt;br/&amp;gt;&lt;br /&gt;
I've updated teleport20 so that it doesn't need to be recompiled for every new version of the game.  Do you want to host it or should I put it on yourfilehost.com or similar?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 22:06, 17 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Thanks for updating it.  If you give me a link to the updated version, I'll be happy to host it.  That'll save people from having to click through the yourfilehost stuff every time they download it.&amp;lt;p&amp;gt;Also, do you also have a way of consistently finding the map data?  I'm going to need to figure that out to fix the occupancy bug. -- [[User:Erasmus Darwin|Erasmus Darwin]] 12:10, 18 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Erasmus Darwin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Utilities&amp;diff=8892</id>
		<title>40d:Utilities</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Utilities&amp;diff=8892"/>
		<updated>2007-11-11T00:32:22Z</updated>

		<summary type="html">&lt;p&gt;Erasmus Darwin: Added teleport 2.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are third party applications (that were not written by Bay12Games) developed for Dwarf Fortress:&lt;br /&gt;
&lt;br /&gt;
== Movies, Screenshots, Map Files ==&lt;br /&gt;
&lt;br /&gt;
=== DF Map Compressor / DF Map Archive ===&lt;br /&gt;
&lt;br /&gt;
*[http://shadowlord13.googlepages.com/dfmap-index.html SL's DF Map Compressor - Website]&lt;br /&gt;
*[http://mkv25.net/dfma/ Dwarf Fortress Map Archive]&lt;br /&gt;
&lt;br /&gt;
The map compressor was created by Shadowlord in May 2007. Extract from the website :&lt;br /&gt;
:&amp;quot;The '''DF Map Compressor''' is a program I made to encode Dwarf Fortress fortress or world map images into a much smaller format than is possible with normal image formats. Here's a quick summary of how it works: It determines the size of your tiles from your DF font file (or asks you), splits the map up into tiles, identifies duplicate tiles, writes out every unique tile image, and then writes out a list of ID#s for each tile position which points to the tile image for that tile. What it outputs is piped through the LZMA compressor (the one used in 7-zip), to compress it further. The .df-map file which it writes out is usually less than 100 KB in size. (By comparison, a PNG of the same map can exceed 2 megabytes, depending on how well you compress it, whether you change the color depth, and whether you are using a graphical tileset or detailed font).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The compressed '''(.FDF-MAP)''' map can then be submitted to the [http://mkv25.net/dfma/ Dwarf Fortress Map Archive]; an online repository website which uses a Flash based viewer to view the map in your browser. (Read more about the [[User:Markavian#DF_Map_Archive|DF Map Archive]] on Markavian's [User page.)&lt;br /&gt;
&lt;br /&gt;
=== CMVPlayer === &lt;br /&gt;
&lt;br /&gt;
[http://www.geocities.com/jifodus/CMVPlayer.zip Download CMVPlayer.zip] &lt;br /&gt;
&lt;br /&gt;
First released by Jifodus in April 2007. This application enables playback of the DF movies (.cmv) without starting DF. It also provides some more functionalities, such as :&lt;br /&gt;
* Rewind&lt;br /&gt;
* Pause&lt;br /&gt;
* Play frame per frame&lt;br /&gt;
&lt;br /&gt;
To use, simply unzip the file, and drop and drag the movie on CMVPlayer.exe.&lt;br /&gt;
&lt;br /&gt;
== [[User:Rick|Rick]]'s utilities ==&lt;br /&gt;
Fabulous tools made by the marvelous Rick. All Hail Rick!&lt;br /&gt;
&lt;br /&gt;
Outdated tools (v0.27.169.32a): [http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=5465reveal.zip reveal.exe] [http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=tileinfo_2.zip tileinfo.exe]&lt;br /&gt;
&lt;br /&gt;
Current tools ('''v0.27.169.33a'''):&lt;br /&gt;
&lt;br /&gt;
=== adjuststart.exe ===&lt;br /&gt;
[http://kisskapsel.se/adjuststart.exe Download adjuststart.exe] &amp;amp;nbsp; Modifies the starting number of dwarves and/or the starting points.&lt;br /&gt;
&lt;br /&gt;
=== heal.exe ===&lt;br /&gt;
[http://kisskapsel.se/heal.exe Download heal.exe] &amp;amp;nbsp; Heals creature limbs (any creature you can highlight with V basically). You can optionally hurt a creature by specifying -hurt on the command-line arguments.&lt;br /&gt;
&lt;br /&gt;
=== reveal.exe ===&lt;br /&gt;
[http://kisskapsel.se/reveal.exe Download reveal.exe] &amp;amp;nbsp; Makes as much of the map visible as it can (eg, it can't reveal unallocated map blocks)&lt;br /&gt;
&lt;br /&gt;
If you want to reveal the entire map, go to the furthest Z level down you can get to, and designate the entire bottom to be mined, then remove the designation, then run reveal.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== foreman.exe ==&lt;br /&gt;
[http://www.pavlovian.net/foreman/] &amp;amp;nbsp; Makes switching jobs on and off for large numbers of dwarves simple. Dwarves are grouped by their profession, or custom profession if they have one. By clicking on the graph you can enable any job for all dwarves with that profession. Still in alpha for this version of DF, if it doesn't recognise one of the new professions, check the file '''debug.txt''' in the directory you run foreman from.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== Enable Magma Buildings ==&lt;br /&gt;
Helper utility for Rick's reveal.exe&lt;br /&gt;
[http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=enable_magma_buildings_33a.zip enable_magma_buildings_33a.zip]&lt;br /&gt;
&lt;br /&gt;
You need this utility in the case that you used the reveal utility, and&lt;br /&gt;
there is a magma pool or pipe on your map that does not reach the surface.&lt;br /&gt;
(If the hide utility is ever updated, you could also hide a few magma&lt;br /&gt;
tiles and then dig them out.  That worked in the old version.)&lt;br /&gt;
&lt;br /&gt;
Because there is no actual flag that controls whether magma has been seen&lt;br /&gt;
(the game searches a list, probably a list of notable events), I had to&lt;br /&gt;
patch the game's code.  This means you need to run the patch every time&lt;br /&gt;
you start dwarfort.exe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== Teleport ==&lt;br /&gt;
[http://angband.org/~erasmus/df/teleport20.zip teleport20.zip] -- Teleport dwarves and other creatures&lt;br /&gt;
&lt;br /&gt;
Version 2.0 for DF 33a.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== [http://en.wikipedia.org/wiki/Macro_%28computer_science%29 Macro Programs] ==&lt;br /&gt;
A program that lets you program scripts/macros so that when you press a certain key combination, or in any other fashion activates the program, a series of keystrokes is sent to the active program instead.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.autohotkey.com/ AutoHotKey] ===&lt;br /&gt;
AHK lets you define global hotkeys to send a sequence of keystrokes. For example, you can have {{key|alt}}+{{key|w}} replace {{key|b}}-{{key|C}}-{{key|w}}-{{key|Enter}}-{{key|Enter}} to make wall building much easier.&lt;/div&gt;</summary>
		<author><name>Erasmus Darwin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Memory_hacking/v0.27.169.33a&amp;diff=20208</id>
		<title>40d:Memory hacking/v0.27.169.33a</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Memory_hacking/v0.27.169.33a&amp;diff=20208"/>
		<updated>2007-11-11T00:10:21Z</updated>

		<summary type="html">&lt;p&gt;Erasmus Darwin: Added creature X/Y/Z current position (and fixed unrelated typo in another field)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
== Addresses ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Size&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Notes&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Offset&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Art defacement malus&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| normally -1000 (18 FC FF FF)&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0079DC2F&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Next creature ID&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00C079F4&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Current unit focus&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Indexes into the full creature list.&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00C2F548&amp;lt;/code&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
| Current year&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &amp;lt;code&amp;gt;0x00C34378&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Map menu state&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| The current state of the menu when viewing the map normally in Dwarf Fortress. &amp;lt;code&amp;gt;0x16&amp;lt;/code&amp;gt; when in 'View Units' mode, other values unknown.&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0123B65C&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf race ID&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| As in the race identifier in the [[#Creature Structure|creature structure]].&lt;br /&gt;
| &amp;lt;code&amp;gt;0x01237AD0&amp;lt;/code&amp;gt; (probably)&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
| Unknown vector&lt;br /&gt;
| 16&lt;br /&gt;
| [[Memory hacking#Vector|vector]] of pointers&lt;br /&gt;
| This could possibly be used for different creature groupings.  It's referenced when looking to see what state to use for creatures that are Friendly, Hostile, Merchants, etc on the unit screen.  The vector itself references the &amp;lt;code&amp;gt;0x1E0&amp;lt;/code&amp;gt; data in the creature structure.&lt;br /&gt;
| &amp;lt;code&amp;gt;0x014169E8&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Whathe... another creature vector?&lt;br /&gt;
| 16&lt;br /&gt;
| [[Memory hacking#Vector|vector]] of pointers&lt;br /&gt;
| How many more ARE there?&lt;br /&gt;
| &amp;lt;code&amp;gt;0x01416A18&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Creature vector&lt;br /&gt;
| 16&lt;br /&gt;
| [[Memory hacking#Vector|vector]] of pointers&lt;br /&gt;
| There are actually multiple creature vectors, but this has all of them.&lt;br /&gt;
| &amp;lt;code&amp;gt;0x01416A38&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Another creature vector&lt;br /&gt;
| 16&lt;br /&gt;
| [[Memory hacking#Vector|vector]] of pointers&lt;br /&gt;
| This is the creature list that 'Current unit focus' indexes into, unlike previously stated.&lt;br /&gt;
| &amp;lt;code&amp;gt;0x01416A48&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Yet another creature vector&lt;br /&gt;
| 16&lt;br /&gt;
| [[Memory hacking#Vector|vector]] of pointers&lt;br /&gt;
| This one is used when saving creatures when saving game.&lt;br /&gt;
| &amp;lt;code&amp;gt;0x01416A88&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game Structures ==&lt;br /&gt;
=== Creature Structures ===&lt;br /&gt;
==== Creature Structure ====&lt;br /&gt;
Total of &amp;lt;code&amp;gt;0x660&amp;lt;/code&amp;gt; bytes for the structure.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Offset&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; | Size&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;55%&amp;quot; | Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000&amp;lt;/code&amp;gt;&lt;br /&gt;
| 28&lt;br /&gt;
| [[Memory hacking#String|string]]&lt;br /&gt;
| First name&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x001C&amp;lt;/code&amp;gt;&lt;br /&gt;
| 28&lt;br /&gt;
| [[Memory hacking#String|string]]&lt;br /&gt;
| Nickname&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0038&amp;lt;/code&amp;gt;&lt;br /&gt;
| 28&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Not a string, just a coincidence.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0054&amp;lt;/code&amp;gt;&lt;br /&gt;
| 14&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0064&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0068&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x006A&amp;lt;/code&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| byte&lt;br /&gt;
| &lt;br /&gt;
| Seems to denote whether or not this creature has a custom nickname/profession name? Something like that.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x006C&amp;lt;/code&amp;gt;&lt;br /&gt;
| 28&lt;br /&gt;
| [[Memory hacking#String|string]]&lt;br /&gt;
| Custom profession name&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0088&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Type ID #1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Dwarf types. 0x88 is the original dwarf type, 0x8a is the current dwarf type (I'm told Toady stores the original dwarf type for legends). The key is in the &amp;quot;Type ID&amp;quot; table, woefully incomplete.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x008A&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Type ID #2&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x008C&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Creature race&lt;br /&gt;
| &amp;lt;code&amp;gt;0xA6&amp;lt;/code&amp;gt; is the dwarf default (this may be different if the user has a mod installed)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0090&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0092&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0094&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| X position&lt;br /&gt;
| Current X coordinate of creature (0x00AC is some other X coordinate)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0096&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Y position&lt;br /&gt;
| Current Y coordinate of creature&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0098&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Z position&lt;br /&gt;
| Current Z coordinate of creature&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x009A&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x009C&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x009E&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00A0&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00A4&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00A8&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00AC&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| X coordinate&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00AE&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Y coordinate&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00B0&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Z coordinate&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00B2&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00B4&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| [[Memory hacking#Vector|vector]] of shorts&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00C4&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| [[Memory hacking#Vector|vector]] of shorts&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00D4&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| [[Memory hacking#Vector|vector]] of shorts&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00E4&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| ulong&lt;br /&gt;
| Flags&lt;br /&gt;
| (1 &amp;lt;&amp;lt; 1) Unclear. It is set on dead things. Also, when a merchant caravan arrives, merchants and guards are added to the entity list slightly before they are added to the &amp;quot;u&amp;quot; list - during this period, this bit is set.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00E8&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| ulong&lt;br /&gt;
| Flags&lt;br /&gt;
| &lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; colspan=&amp;quot;2&amp;quot; | Flag&lt;br /&gt;
! width=&amp;quot;70%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;15%&amp;quot; | &amp;lt;code&amp;gt;0x8&amp;lt;/code&amp;gt;&lt;br /&gt;
| width=&amp;quot;15%&amp;quot; | 1 &amp;lt;&amp;lt; 3&lt;br /&gt;
| Unknown, something to do with &amp;lt;code&amp;gt;0x0324&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x80&amp;lt;/code&amp;gt;&lt;br /&gt;
| 1 &amp;lt;&amp;lt; 7&lt;br /&gt;
| Appears to be whether or not the creature is dead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x20000&amp;lt;/code&amp;gt;&lt;br /&gt;
| 1 &amp;lt;&amp;lt; 17&lt;br /&gt;
| Ready for slaughter.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00EC&amp;lt;/code&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00EE&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00F0&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00F2&amp;lt;/code&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| byte&lt;br /&gt;
| Gender&lt;br /&gt;
| &lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Value&lt;br /&gt;
! width=&amp;quot;70%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| It&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Male&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Female&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00F4&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Creature ID&lt;br /&gt;
| When a new creature is added to the creature vector at &amp;lt;code&amp;gt;0x01416A38&amp;lt;/code&amp;gt;, it is assigned the value of the next creature ID and the next creature ID value is then increased by 1. This value most likely does NOT persist between loading games (eg, saving then loading your game and creatures will have different IDs).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00F8&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x00FC&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0100&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0104&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| [[Memory hacking#Vector|vector]] of shorts&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0114&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| [[Memory hacking#Vector|vector]] of shorts&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0124&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| [[Memory hacking#Vector|vector]] of shorts&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0134&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0138&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| [[Memory hacking#Vector|vector]] of ...something...&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x01C4&amp;lt;/code&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x01C5&amp;lt;/code&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x01C8&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x01CC&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x01D0&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x01D4&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x01D6&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x01D8&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x01DC&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x01E0&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2 + 2 + 2 + 4 + 4&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Unknown structure.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x01F0&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x01F4&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x01F8&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Strange mood&lt;br /&gt;
| 0xFFFF means no mood&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x01FA&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x01FC&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0200&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0204&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0208&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0210&amp;lt;/code&amp;gt;&lt;br /&gt;
| 36&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0234&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0236&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0238&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| [[Memory hacking#Vector|vector]] of pointers to [[#238 Structure|238 struct]]&lt;br /&gt;
| &lt;br /&gt;
| Possibly inventory?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0248&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| [[Memory hacking#Vector|vector]] of longs&lt;br /&gt;
| Owned objects&lt;br /&gt;
| Each long is an index into the item vector.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0288&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| [[Memory hacking#Vector|vector]] of longs&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0298&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x029C&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x02A0&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| pointer&lt;br /&gt;
| &lt;br /&gt;
| Appears to be a pointer to another creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x02A4&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| pointer&lt;br /&gt;
| &lt;br /&gt;
| It's a pointer to something, don't know what yet.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x02A8&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x02AA&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x02AC&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x02AE&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x02B0&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x02B4&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x02B8&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| [[Memory hacking#Vector|vector]] of shorts&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x02C8&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| [[Memory hacking#Vector|vector]] of shorts&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x02D8&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| [[Memory hacking#Vector|vector]] of shorts&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x02E8&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| [[Memory hacking#Vector|vector]] of shorts&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x02F8&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x02FC&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0300&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0304&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| [[Memory hacking#Vector|vector]] of shorts&lt;br /&gt;
| Bodypart Health&lt;br /&gt;
| A list to body part health, the list of ushorts, values range 0 to 15 from what i've seen. 15 being white, 0 being red.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0314&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| [[Memory hacking#Vector|vector]] of longs&lt;br /&gt;
| &lt;br /&gt;
| Bodypart related.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0328&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x032C&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0330&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0334&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0338&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Bleeding level&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x033C&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0340&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0344&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0348&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x034C&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x034E&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Nauseousness&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0350&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Drowning&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0352&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Stunned&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0354&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0356&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0358&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Webbed&lt;br /&gt;
| How much a creature is webbed&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x035A&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Paralysis&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x035C&amp;lt;/code&amp;gt;&lt;br /&gt;
| 12&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0368&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x036A&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x036C&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Pain level&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0370&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Exhaustion&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0374&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Hunger&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0378&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Thirst&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x037C&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Drowsiness&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0380&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0384&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| [[Memory hacking#Vector|vector]] of pointers to [[#384 Structure|384 struct]]&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0394&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| [[Memory hacking#Vector|vector]] of pointers to [[#394 Structure|394 struct]]&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x03A4&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x03A8&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x03AC&amp;lt;/code&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x041C&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
| Strength&lt;br /&gt;
| &lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Value&lt;br /&gt;
! width=&amp;quot;80%&amp;quot; | Name&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Nothing&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Strong&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Very Strong&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Extremely Strong&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Mighty&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Ultra-Mighty&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0420&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| Agility&lt;br /&gt;
|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Value&lt;br /&gt;
! width=&amp;quot;80%&amp;quot; | Name&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Nothing&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Agile&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Very Agile&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Extremely Agile&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Unbelievably Agile&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Perfectly Agile&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0424&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| Toughness&lt;br /&gt;
|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Value&lt;br /&gt;
! width=&amp;quot;80%&amp;quot; | Name&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Nothing&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Tough&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Very Tough&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Extremely Tough&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Unbelievably Tough&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Superdwarvenly Tough&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0428&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| [[Memory hacking#Vector|vector]] of pointers to [[#Skill Structure|skill struct]]&lt;br /&gt;
| Skills&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0438&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| [[Memory hacking#Vector|vector]] of pointers to [[#Like Structure|like struct]]&lt;br /&gt;
| Likes&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0448&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| [[Memory hacking#Vector|vector]] of pointers to [[#448 Structure|448 struct]]&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0458&amp;lt;/code&amp;gt;&lt;br /&gt;
| 102&lt;br /&gt;
| bytes&lt;br /&gt;
| Labor preferences&lt;br /&gt;
| 102 1 byte values, corresponding to the profession list. Mostly bools, with notable exceptions of shieldtype,armortype, and weaponnum. &amp;quot;Weaponnum&amp;quot; may be the number of weapons wielded (i.e. 2 for a dual-wielding character.)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x04C0&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x04C4&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| [[Memory hacking#Vector|vector]] of pointers to [[#4C4 Structure|4C4 struct]]&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x04D4&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| [[Memory hacking#Vector|vector]] of longs&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x04E4&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| [[Memory hacking#Vector|vector]] of pointers to [[#4E4 Structure|4E4 struct]]&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x04F4&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| [[Memory hacking#Vector|vector]] of pointers to [[#4F4 Structure|4F4 struct]]&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0504&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| Happiness level&lt;br /&gt;
| 0 = miserable, &amp;gt;149 = ecstatic&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0508&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x050C&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| [[Memory hacking#Vector|vector]] of pointers to [[#50C Structure|50C struct]]&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x051C&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| [[Memory hacking#Vector|vector]] of pointers to [[#51C Structure|51C struct]]&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x052C&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| [[Memory hacking#Vector|vector]] of pointers to [[#52C Structure|52C struct]]&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x053C&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| [[Memory hacking#Vector|vector]] of pointers to [[#53C Structure|53C struct]]&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x054C&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0550&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0554&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0558&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x055C&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| [[Memory hacking#Vector|vector]] of longs&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x056C&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| [[Memory hacking#Vector|vector]] of longs&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x057C&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| [[Memory hacking#Vector|vector]] of longs&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x058C&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0590&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0592&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0594&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0596&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0598&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x059A&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x059C&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x05A0&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| [[Memory hacking#Vector|vector]] of pointers to [[#5A0 Structure|5A0 struct]]&lt;br /&gt;
| &lt;br /&gt;
| Bodypart related.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x05B0&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x05B4&amp;lt;/code&amp;gt;&lt;br /&gt;
| 60&lt;br /&gt;
| [[#Trait Structure|trait struct]]&lt;br /&gt;
| Traits&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x05F0&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x05F4&amp;lt;/code&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Skill Structure ====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Offset&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; | Size&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;55%&amp;quot; | Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Skill type&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0004&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Skill rating&lt;br /&gt;
| The upper word is the actual rating (0:Dabbling to 15:Legendary).  The lower word is likely the experience in that skill, akin to how you see it in Adventure Mode whereby a level 10 skill requires 1000 points of experience to advance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0008&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Like Structure ====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Offset&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; | Size&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;55%&amp;quot; | Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0002&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0004&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0006&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0008&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x000A&amp;lt;/code&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| byte&lt;br /&gt;
| 'When possible'&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x000C&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Trait Structure ====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Offset&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; | Size&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;55%&amp;quot; | Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Nervousness&lt;br /&gt;
| Out of 100?&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Value&lt;br /&gt;
! width=&amp;quot;70%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Is a nervous wreck.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Is always tense and jittery.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Is often nervous.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 60&lt;br /&gt;
| Has a calm demeanor.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Has a very calm demeanor.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Has an incredibly calm demeanor.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0002&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Rage&lt;br /&gt;
| Out of 100?&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Value&lt;br /&gt;
! width=&amp;quot;70%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Is in a constant state of internal rage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Is very quick to anger.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Is quick to anger.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 60&lt;br /&gt;
| Is slow to anger.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Is very slow to anger.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Never becomes angry.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0004&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Depression&lt;br /&gt;
| Out of 100?&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Value&lt;br /&gt;
! width=&amp;quot;70%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Is frequently depressed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Is often sad and dejected.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Often feels discouraged.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 60&lt;br /&gt;
| Rarely feels discouraged.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Almost never feels discouraged.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Never feels discouraged.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0006&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Self-consciousness&lt;br /&gt;
| Out of 100?&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Value&lt;br /&gt;
! width=&amp;quot;70%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Is socially crippled by thoughts that everyone is watching and judging it/him/her.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Is concerned about rejection and ridicule.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Is self-conscious.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 60&lt;br /&gt;
| Is comfortable in social situations.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Is very comfortable in social situations.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Is absolutely unfazed by the opinions of others.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0008&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Urge&lt;br /&gt;
| Out of 100?&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Value&lt;br /&gt;
! width=&amp;quot;70%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Is ruled by irresistible cravings and urges.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Feels strong urges and seeks short-term rewards.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Occassionally overindulges.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 60&lt;br /&gt;
| Doesn't often experience strong cravings or urges.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Only rarely feels strong cravings or urges.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Never feels tempted to overindulge in anything.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x000A&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Stress&lt;br /&gt;
| Out of 100?&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Value&lt;br /&gt;
! width=&amp;quot;70%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Becomes completely helpless in stressful situations.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Cracks easily under pressure.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Doesn't handle stress well.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 60&lt;br /&gt;
| Can handle stress.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Is confident under pressure.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Is impervious to the effects of stress.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x000C&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Friendly&lt;br /&gt;
| Out of 100?&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Value&lt;br /&gt;
! width=&amp;quot;70%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Genuinely likes others and openly expresses positive feelings toward them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Makes friends quickly.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Is very friendly.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 60&lt;br /&gt;
| Is somewhat reserved.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Is very distant and reserved.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Does not actively seek friendships and is incredibly distant and reserved.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x000E&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Company&lt;br /&gt;
| Out of 100?&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Value&lt;br /&gt;
! width=&amp;quot;70%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Truly treasures the company of others.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Enjoys being in crowds.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Enjoys the company of others.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 60&lt;br /&gt;
| Tends to avoid crowds.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Prefers to be alone.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Considers spending time alone much more important than associating with others.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0010&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Leadership&lt;br /&gt;
| Out of 100?&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Value&lt;br /&gt;
! width=&amp;quot;70%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Loves to take charge and direct activities.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Is very assertive.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Is assertive.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 60&lt;br /&gt;
| Is unassertive.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Prefers that others handle the leadership roles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Never speaks out or attempts to direct activities.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0012&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Activeness&lt;br /&gt;
| Out of 100?&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Value&lt;br /&gt;
! width=&amp;quot;70%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Is constantly active and energetic.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Is very energetic and active.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Is very active.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 60&lt;br /&gt;
| Is relaxed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Lives life at a leisurely pace.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Can't be bothered with frantic, fast-paced living.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0014&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Thrillseeking&lt;br /&gt;
| Out of 100?&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Value&lt;br /&gt;
! width=&amp;quot;70%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Lives for risk and excitement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Is a risk-taker and a thrill-seeker.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Loves a good thrill.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 60&lt;br /&gt;
| Is not a risk-taker.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Doesn't need thrills or risks in life.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Is entirely adverse to risk and excitement.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0016&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Optimism&lt;br /&gt;
| Out of 100?&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Value&lt;br /&gt;
! width=&amp;quot;70%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Often feels filled with joy.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Can be very happy and optimistic.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Is often cheerful.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 60&lt;br /&gt;
| Is rarely happy or enthusiastic.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Is a pessimist.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Is never optimistic or enthusiastic about anything.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0018&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Imagination&lt;br /&gt;
| Out of 100?&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Value&lt;br /&gt;
! width=&amp;quot;70%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Is bored by reality and has a wonderful imagination.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Is incredibly creative.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Has a fertile imagination.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 60&lt;br /&gt;
| Isn't given to flights of fancy.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Is grounded in reality.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Is interested only in facts and the real world.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x001A&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Artistic?&lt;br /&gt;
| Out of 100?&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Value&lt;br /&gt;
! width=&amp;quot;70%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Can easily become absorbed in art and the beauty of the natural world.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Greatly appreciates art and natural beauty.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Appreciates art and natural beauty.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 60&lt;br /&gt;
| Does not have a great aesthetic sensitivity.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Is not interested in art.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Is completely uninterested in art.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x001C&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Emotion&lt;br /&gt;
| Out of 100?&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Value&lt;br /&gt;
! width=&amp;quot;70%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Has a profound understanding of its/his/her own emotions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Has a great awareness of its/his/her own emotions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Has a good awareness of its/his/her own emotions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 60&lt;br /&gt;
| Tends not to openly express emotions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Is mostly unaware of its/his/her own emotions and rarely expresses them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Does not display its/his/her own emotions and has no awareness of them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x001E&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Adventure&lt;br /&gt;
| Out of 100?&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Value&lt;br /&gt;
! width=&amp;quot;70%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Is highly adventurous and loves fresh experiences.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Is eager for new experiences.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Likes to try new things.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 60&lt;br /&gt;
| Prefers familiar routines.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Is uncomfortable with change.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Is resistant to change.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0020&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Thinking&lt;br /&gt;
| Out of 100?&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Value&lt;br /&gt;
! width=&amp;quot;70%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Is entranced by riddles and puzzles and loves to debate issues and ideas.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Loves new and fresh ideas.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Is open-minded to new ideas.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 60&lt;br /&gt;
| Dislikes intellectual discussions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Regards intellectual exercises as a waste of energy.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Is completely uninterested in ideas and debates over intellectual issues.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0022&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Rebelliousness&lt;br /&gt;
| Out of 100?&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Value&lt;br /&gt;
! width=&amp;quot;70%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Revels in chaos and disorder.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Loves to defy convention.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Is put off by authority and tradition.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 60&lt;br /&gt;
| Admires tradition.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Prefers stability and security to ambiguity and disorder.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Is an ardent believer in convention and traditional society.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0024&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Trusting&lt;br /&gt;
| Out of 100?&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Value&lt;br /&gt;
! width=&amp;quot;70%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Is naturally trustful of everybody.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Is very trusting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Is trusting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 60&lt;br /&gt;
| Is slow to trust others.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Does not trust others.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Sees others as selfish and conniving.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0026&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Liar&lt;br /&gt;
| Out of 100?&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Value&lt;br /&gt;
! width=&amp;quot;70%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Is incredibly frank and candid in dealings with others.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Is very straightforward with others.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Is candid and sincere in dealings with others.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 60&lt;br /&gt;
| Is guarded in relationships with others.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Is not straightforward when dealing with others.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Believes that some deception is necessary in relationships with others.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0028&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Helpfulness&lt;br /&gt;
| Out of 100?&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Value&lt;br /&gt;
! width=&amp;quot;70%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Is truly fulfilled by assisting those in need.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Finds helping others very rewarding.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Finds helping others rewarding.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 60&lt;br /&gt;
| Does not go out of its/his/her way to help others.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Dislikes helping others.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Views helping others as an imposition on  own needs to get along with others.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x002A&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Compromising&lt;br /&gt;
| Out of 100?&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Value&lt;br /&gt;
! width=&amp;quot;70%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Sacrifices its/his/her own needs to get along with others.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Dislikes confrontations.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Is willing to compromise with others.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 60&lt;br /&gt;
| Doesn't like to compromise with others.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Would rather intimidate others than compromise with them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Would never deny its/his/her own needs just to compromise with somebody else.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x002C&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Modesty&lt;br /&gt;
| Out of 100?&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Value&lt;br /&gt;
! width=&amp;quot;70%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Would never claim to be better than somebody else.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Finds immodesty distasteful.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Is modest.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 60&lt;br /&gt;
| Is immodest.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Is very willing to compare itself/himself/herself favorably with others.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Would never shy away from an opportunity to say it/he/she is better than somebody else.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x002E&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Compassion&lt;br /&gt;
| Out of 100?&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Value&lt;br /&gt;
! width=&amp;quot;70%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Is incredibly compassionate and feels the pain of others.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Is easily moved to pity.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Is compassionate.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 60&lt;br /&gt;
| Is not easily moved to pity.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Is not affected by the suffering of others.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Would never let an objective judgement be tempered by mercy or pity.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0030&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Confidence&lt;br /&gt;
| Out of 100?&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Value&lt;br /&gt;
! width=&amp;quot;70%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 91 - 100&lt;br /&gt;
| is incredibly confident&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| is very confident&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| is confident&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 60&lt;br /&gt;
| lacks confidence&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| does not feel effective in life&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| always feels as if it/he/she is not in control of its/his/her life&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0032&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Organization&lt;br /&gt;
| Out of 100?&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Value&lt;br /&gt;
! width=&amp;quot;70%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Loves to make lists and keep schedules.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Tries to live a well-organized life.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Is organized.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 60&lt;br /&gt;
| Is disorganized.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Is very disorganized.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Is completely disorganized.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0034&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Lawfulness?&lt;br /&gt;
| Out of 100?&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Value&lt;br /&gt;
! width=&amp;quot;70%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Has a profound sense of duty and obligation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Has a strong sense of duty.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Has a sense of duty.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 60&lt;br /&gt;
| Finds rules confining.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Dislikes contracts and regulations.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Hates rules, contracts and other confining elements in its/his/her life.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0036&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Excellence&lt;br /&gt;
| Out of 100?&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Value&lt;br /&gt;
! width=&amp;quot;70%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Constantly strives for perfection.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Thinks it is incredibly important to strive for excellence.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Strives for excellence.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 60&lt;br /&gt;
| Doesn't go out of its/his/her way to do more work than necessary.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Very rarely does more work than necessary.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Does the bare minimum necessary to accomplish the task at hand.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0038&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Willpower&lt;br /&gt;
| Out of 100?&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Value&lt;br /&gt;
! width=&amp;quot;70%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Will persist in the face of any difficulty until the task is complete.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Possesses great willpower.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Is self-disciplined.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 60&lt;br /&gt;
| Is occasionally given to procrastination.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Has very little self-discipline.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Rarely completes tasks and is often overcome by distractions.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x003A&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Cautiousness&lt;br /&gt;
| Out of 100?&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Value&lt;br /&gt;
! width=&amp;quot;70%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 91 - 100&lt;br /&gt;
| thinks through every alternatives and their consequences before acting&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| is extremely cautious&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| takes time when making decisions&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 60&lt;br /&gt;
| often does the first thing that comes to mind&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| acts impulsively&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| always acts without considering alternatives or thinking through possibilities&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 238 Structure ====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Offset&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; | Size&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;55%&amp;quot; | Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0004&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0006&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0008&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 384 Structure ====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Offset&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; | Size&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;55%&amp;quot; | Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0002&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0004&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0008&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x000C&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x000E&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 394 Structure ====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Offset&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; | Size&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;55%&amp;quot; | Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| ID&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0004&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Value&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 448 Structure ====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Offset&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; | Size&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;55%&amp;quot; | Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0002&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0004&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0006&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0008&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x000A&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x000C&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0010&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 4C4 Structure ====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Offset&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; | Size&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;55%&amp;quot; | Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0004&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0008&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x000C&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0010&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0014&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0018&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x001C&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0020&amp;lt;/code&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| byte&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 4E4 Structure ====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Offset&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; | Size&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;55%&amp;quot; | Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0004&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0008&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x000C&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 4F4 Structure ====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Offset&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; | Size&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;55%&amp;quot; | Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0004&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0008&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x000C&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 50C Structure ====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Offset&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; | Size&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;55%&amp;quot; | Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0002&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0004&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 51C Structure ====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Offset&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; | Size&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;55%&amp;quot; | Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0002&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0004&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 52C Structure ====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Offset&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; | Size&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;55%&amp;quot; | Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0004&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0008&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x000C&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 53C Structure ====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Offset&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; | Size&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;55%&amp;quot; | Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0004&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 5A0 Structure ====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Offset&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; | Size&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;55%&amp;quot; | Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0000&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0x0002&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Hacking]]&lt;/div&gt;</summary>
		<author><name>Erasmus Darwin</name></author>
	</entry>
</feed>