Offset
|
Size
|
Type
|
Name
|
Notes
|
0x0000
|
28
|
string
|
First name
|
|
0x001C
|
28
|
string
|
Nickname
|
|
0x0038
|
28
|
|
|
Not a string, just a coincidence.
|
0x0054
|
14
|
|
|
|
0x0064
|
4
|
|
|
|
0x0068
|
2
|
|
|
|
0x006A
|
1
|
byte
|
|
Seems to denote wether or not this creature has a custom nickname/profession name? Something like that.
|
0x006C
|
28
|
string
|
Custom profession name
|
|
0x0088
|
2
|
short
|
Type ID #1
|
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 "Type ID" table, woefully incomplete.
|
0x008A
|
2
|
short
|
Type ID #2
|
0x008C
|
4
|
long
|
Creature race
|
0xA6 is the dwarf default (this may be different if the user has a mod installed)
|
0x0090
|
2
|
|
|
|
0x0092
|
2
|
|
|
|
0x0094
|
2
|
|
|
|
0x0096
|
2
|
|
|
|
0x0098
|
2
|
|
|
|
0x009A
|
2
|
|
|
|
0x009C
|
2
|
|
|
|
0x009E
|
2
|
|
|
|
0x00A0
|
4
|
|
|
|
0x00A4
|
2
|
|
|
|
0x00A8
|
4
|
|
|
|
0x00AC
|
2
|
short
|
X coordinate
|
|
0x00AE
|
2
|
short
|
Y coordinate
|
|
0x00B0
|
2
|
short
|
Z coordinate
|
|
0x00B2
|
2
|
|
|
|
0x00B4
|
16
|
vector of shorts
|
|
|
0x00C4
|
16
|
vector of shorts
|
|
|
0x00D4
|
16
|
vector of shorts
|
|
|
0x00E4
|
4
|
ulong
|
Flags
|
(1 << 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 "u" list - during this period, this bit is set.
|
0x00E8
|
4
|
ulong
|
Flags
|
Flag
|
Description
|
0x8
|
1 << 3
|
Unknown, something to do with 0x0324 .
|
0x80
|
1 << 7
|
Appears to be whether or not the creature is dead.
|
0x20000
|
1 << 17
|
Ready for slaughter.
|
|
0x00EC
|
1
|
|
|
|
0x00EE
|
2
|
|
|
|
0x00F0
|
2
|
|
|
|
0x00F2
|
1
|
byte
|
Gender
|
Value
|
Description
|
0
|
It
|
1
|
Male
|
2
|
Female
|
|
0x00F4
|
4
|
long
|
Creature ID
|
When a new creature is added to the creature vector at 0x01416A38 , 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).
|
0x00F8
|
2
|
|
|
|
0x00FC
|
4
|
|
|
|
0x0100
|
4
|
|
|
|
0x0104
|
16
|
vector of shorts
|
|
|
0x0114
|
16
|
vector of shorts
|
|
|
0x0124
|
16
|
vector of shorts
|
|
|
0x0134
|
4
|
|
|
|
0x0138
|
16
|
vector of ...something...
|
|
|
0x01C4
|
1
|
|
|
|
0x01C5
|
1
|
|
|
|
0x01C8
|
4
|
|
|
|
0x01CC
|
4
|
|
|
|
0x01D0
|
4
|
|
|
|
0x01D4
|
2
|
|
|
|
0x01D6
|
2
|
|
|
|
0x01D8
|
2
|
|
|
|
0x01DC
|
4
|
|
|
|
0x01E0
|
2 + 2 + 2 + 4 + 4
|
|
|
Unknown structure.
|
0x01F0
|
4
|
|
|
|
0x01F4
|
4
|
|
|
|
0x01F8
|
2
|
short
|
Strange mood
|
0xFFFF means no mood
|
0x01FA
|
2
|
|
|
|
0x01FC
|
4
|
|
|
|
0x0200
|
4
|
|
|
|
0x0204
|
4
|
|
|
|
0x0208
|
4
|
|
|
|
0x0210
|
36
|
|
|
|
0x0234
|
2
|
|
|
|
0x0236
|
2
|
|
|
|
0x0238
|
16
|
vector of pointers to 238 struct
|
|
|
0x0288
|
16
|
vector of longs
|
|
|
0x0298
|
4
|
|
|
|
0x029C
|
4
|
|
|
|
0x02A0
|
4
|
pointer
|
|
Appears to be a pointer to another creature.
|
0x02A4
|
4
|
pointer
|
|
It's a pointer to something, don't know what yet.
|
0x02A8
|
2
|
|
|
|
0x02AA
|
2
|
|
|
|
0x02AC
|
2
|
|
|
|
0x02AE
|
2
|
|
|
|
0x02B0
|
2
|
|
|
|
0x02B4
|
4
|
|
|
|
0x02B8
|
16
|
vector of shorts
|
|
|
0x02C8
|
16
|
vector of shorts
|
|
|
0x02D8
|
16
|
vector of shorts
|
|
|
0x02E8
|
16
|
vector of shorts
|
|
|
0x02F8
|
2
|
|
|
|
0x02FC
|
4
|
|
|
|
0x0300
|
4
|
|
|
|
0x0304
|
16
|
vector of shorts
|
Bodypart Health
|
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.
|
0x0314
|
16
|
vector of longs
|
|
|
0x0328
|
2
|
|
|
|
0x032C
|
4
|
|
|
|
0x0330
|
4
|
|
|
|
0x0334
|
4
|
|
|
|
0x0338
|
4
|
|
|
|
0x033C
|
4
|
|
|
|
0x0340
|
4
|
|
|
|
0x0344
|
4
|
|
|
|
0x0348
|
4
|
|
|
|
0x034C
|
2
|
|
|
|
0x034E
|
2
|
|
|
|
0x0350
|
2
|
|
|
|
0x0352
|
2
|
|
|
|
0x0354
|
2
|
|
|
|
0x0356
|
2
|
|
|
|
0x0358
|
2
|
|
|
|
0x035A
|
2
|
|
|
|
0x035C
|
12
|
|
|
|
0x0368
|
2
|
|
|
|
0x036A
|
2
|
|
|
|
0x036C
|
4
|
|
|
|
0x0370
|
4
|
|
|
|
0x0374
|
4
|
|
|
|
0x0378
|
4
|
|
|
|
0x037C
|
4
|
|
|
|
0x0380
|
4
|
|
|
|
0x0384
|
16
|
vector of pointers to 384 struct
|
|
|
0x0394
|
16
|
vector of pointers to 394 struct
|
|
|
0x03A4
|
4
|
|
|
|
0x03A8
|
4
|
|
|
|
0x03AC
|
1
|
|
|
|
0x041C
|
4
|
|
Strength
|
Value
|
Name
|
0 |
Nothing
|
1 |
Strong
|
2 |
Very Strong
|
3 |
Extremely Strong
|
4 |
Mighty
|
5 |
Ultra-Mighty
|
|
0x0420
|
4
|
|
Agility
|
Value
|
Name
|
0 |
Nothing
|
1 |
Agile
|
2 |
Very Agile
|
3 |
Extremely Agile
|
4 |
Unbelievably Agile
|
5 |
Perfectly Agile
|
|
0x0424
|
4
|
|
Toughness
|
Value
|
Name
|
0 |
Nothing
|
1 |
Tough
|
2 |
Very Tough
|
3 |
Extremely Tough
|
4 |
Unbelievably Tough
|
5 |
Superdwarvenly Tough
|
|
0x0428
|
16
|
vector of pointers to skill struct
|
Skills
|
|
0x0438
|
16
|
vector of pointers to like struct
|
Likes
|
|
0x0448
|
16
|
vector of pointers to 448 struct
|
|
|
0x0458
|
102
|
bytes
|
Labor preferences
|
102 1 byte values, corresponding to the profession list. Mostly bools, with notable exceptions of shieldtype,armortype, and weaponnum. "Weaponnum" may be the number of weapons wielded (i.e. 2 for a dual-wielding character.)
|
0x04C0
|
4
|
|
|
|
0x04C4
|
16
|
vector of pointers to 4C4 struct
|
|
|
0x04D4
|
16
|
vector of longs
|
|
|
0x04E4
|
16
|
vector of pointers to 4E4 struct
|
|
|
0x04F4
|
16
|
vector of pointers to 4F4 struct
|
|
|
0x0504
|
4
|
|
Happiness level
|
0 = miserable, >149 = ecstatic
|
0x0508
|
2
|
|
|
|
0x050C
|
16
|
vector of pointers to 50C struct
|
|
|
0x051C
|
16
|
vector of pointers to 51C struct
|
|
|
0x052C
|
16
|
vector of pointers to 52C struct
|
|
|
0x053C
|
16
|
vector of pointers to 53C struct
|
|
|
0x054C
|
2
|
|
|
|
0x0550
|
4
|
|
|
|
0x0554
|
4
|
|
|
|
0x0558
|
4
|
|
|
|
0x055C
|
16
|
vector of longs
|
|
|
0x056C
|
16
|
vector of longs
|
|
|
0x057C
|
16
|
vector of longs
|
|
|
0x058C
|
4
|
|
|
|
0x0590
|
2
|
|
|
|
0x0592
|
2
|
|
|
|
0x0594
|
2
|
|
|
|
0x0596
|
2
|
|
|
|
0x0598
|
2
|
|
|
|
0x059A
|
2
|
|
|
|
0x059C
|
4
|
|
|
|
0x05A0
|
16
|
vector of pointers to 5A0 struct
|
|
|
0x05B0
|
4
|
|
|
|
0x05B4
|
60
|
|
|
|
0x05F0
|
4
|
|
|
|
0x05F4
|
1
|
|
|
|