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- <?xml version="1.0" encoding="utf-8"?>
- <!-- USE A FIXED WIDTH FONT! -->
- <DFExtractor>
- <MemoryDescriptors>
- <Entry version="meta-2010" os="all" id="meta-2010">
- <Offset name="keep_me_happy">0x0</Offset>
- ====================================================================
- T R A I T S
- ====================================================================
- <Trait name="Nervousness" level_5="Is a nervous wreck" level_4="Is always tense and jittery" level_3="Is often nervous" level_2="Has a calm demeanor" level_1="Has a very calm demeanor" level_0="Has an incredibly calm demeanor">0</Trait><Trait name="Rage" level_5="In a constant state of internal rage" level_4="Very quick to anger" level_3="Quick to anger" level_2="Slow to anger" level_1="Very slow to anger" level_0="Never becomes angry">1</Trait><Trait name="Depression" level_5="Frequently depressed" level_4="Often sad and dejected" level_3="Often feels discouraged" level_2="Rarely feels discouraged" level_1="Almost never feels discouraged" level_0="Never feels discouraged">2</Trait><Trait name="Neurosis" level_5="Socially crippled by thoughts that everyone is watching and judging" level_4="Concerned about rejection and ridicule" level_3="Self-conscious" level_2="Comfortable in social situations" level_1="Very comfortable in social situations" level_0="Absolutely unfazed by the opinions of others">3</Trait><Trait name="Urge" level_5="Is ruled by irresistible cravings and urges" level_4="Feels strong urges and seeks short-term rewards" level_3="Occassionally overindulges" level_2="Doesn't often experience strong cravings or urges" level_1="Only rarely feels strong cravings or urges" level_0="Never feels tempted to overindulge in anything">4</Trait><Trait name="Stress" level_5="Becomes completely helpless in stressful situations" level_4="Cracks easily under pressure" level_3="Doesn't handle stress well" level_2="Can handle stress" level_1="Confident under pressure" level_0="Impervious to the effects of stress">5</Trait><Trait name="Friendly" level_5="Genuinely likes others, openly expresses positive feelings" level_4="Makes friends quickly" level_3="Very friendly" level_2="Somewhat reserved" level_1="Very distant and reserved" level_0="Does not actively seek friendships, incredibly distant and reserved">6</Trait><Trait name="Company" level_5="Truly treasures the company of others" level_4="Enjoys being in crowds" level_3="Enjoys the company of others" level_2="Tends to avoid crowds" level_1="Prefers to be alone" level_0="Considers time alone much more important than associating with others">7</Trait><Trait name="Leadership" level_5="Loves to take charge and direct activities" level_4="Very assertive" level_3="Assertive" level_2="Unassertive" level_1="Prefers that others handle the leadership roles" level_0="Never speaks out or attempts to direct activities">8</Trait><Trait name="Activeness" level_5="Constantly active and energetic" level_4="Very energetic and active" level_3="Very active" level_2="Relaxed" level_1="Lives life at a leisurely pace" level_0="Can't be bothered with frantic, fast-paced living">9</Trait><Trait name="Thrillseeking" level_5="Lives for risk and excitement" level_4="A risk-taker and a thrill-seeker" level_3="Loves a good thrill" level_2="Is not a risk-taker" level_1="Doesn't need thrills or risks in life" level_0="Entirely adverse to risk and excitement">10</Trait><Trait name="Optimism" level_5="Often feels filled with joy" level_4="Can be very happy and optimistic" level_3="Often cheerful" level_2="Rarely happy or enthusiastic" level_1="A pessimist" level_0="Never optimistic or enthusiastic about anything">11</Trait><Trait name="Imagination" level_5="Bored by reality and has a wonderful imagination" level_4="Incredibly creative" level_3="Has a fertile imagination" level_2="Isn't given to flights of fancy" level_1="Grounded in reality" level_0="Interested only in facts and the real world">12</Trait><Trait name="Artistic" level_5="Can easily become absorbed in art and the beauty of the natural world" level_4="Greatly appreciates art and natural beauty" level_3="Appreciates art and natural beauty" level_2="Does not have a great aesthetic sensitivity" level_1="Not interested in art" level_0="Completely uninterested in art">13</Trait><Trait name="Emotion" level_5="Has a profound understanding of own emotions" level_4="Has a great awareness of own emotions" level_3="Has a good awareness of own emotions" level_2="Tends not to openly express emotions" level_1="Mostly unaware of own emotions and rarely expresses them" level_0="Does not display own emotions and has no awareness of them">14</Trait><Trait name="Adventure" level_5="Highly adventurous and loves fresh experiences" level_4="Eager for new experiences" level_3="Likes to try new things" level_2="Prefers familiar routines" level_1="Uncomfortable with change" level_0="Resistant to change">15</Trait><Trait name="Thinking" level_5="Entranced by riddles and puzzles; loves to debate issues and ideas" level_4="Loves new and fresh ideas" level_3="Open-minded to new ideas" level_2="Dislikes intellectual discussions" level_1="Regards intellectual exercises as a waste of energy" level_0="Completely uninterested in ideas and debates over intellectual issues">16</Trait><Trait name="Rebelliousness" level_5="Revels in chaos and disorder" level_4="Loves to defy convention" level_3="Put off by authority and tradition" level_2="Admires tradition" level_1="Prefers stability and security to ambiguity and disorder" level_0="An ardent believer in convention and traditional society">17</Trait><Trait name="Trusting" level_5="Naturally trustful of everybody" level_4="Very trusting" level_3="Trusting" level_2="Slow to trust others" level_1="Does not trust others" level_0="Sees others as selfish and conniving">18</Trait><Trait name="Honesty" level_5="Incredibly frank and candid in dealings with others" level_4="Very straightforward with others" level_3="Candid and sincere in dealings with others" level_2="Guarded in relationships with others" level_1="Not straightforward when dealing with others" level_0="Believes that some deception is necessary in relationships with others">19</Trait><Trait name="Helpfulness" level_5="Truly fulfilled by assisting those in need" level_4="Finds helping others very rewarding" level_3="Finds helping others rewarding" level_2="Does not go out of own way to help others" level_1="Dislikes helping others" level_0="Views helping others as an imposition on own needs">20</Trait><Trait name="Compromising" level_5="Sacrifices own needs to get along with others" level_4="Dislikes confrontations" level_3="Willing to compromise with others" level_2="Doesn't like to compromise with others" level_1="Would rather intimidate others than compromise with them" level_0="Would never deny own needs just to compromise with somebody else">21</Trait><Trait name="Modesty" level_5="Would never claim to be better than somebody else" level_4="Finds immodesty distasteful" level_3="Modest" level_2="Immodest" level_1="Very willing to compare self favorably with others" level_0="Would never shy away from an opportunity to say they are better than somebody else">22</Trait><Trait name="Compassion" level_5="Incredibly compassionate and feels the pain of others" level_4="Easily moved to pity" level_3="Compassionate" level_2="Not easily moved to pity" level_1="Not affected by the suffering of others" level_0="Would never let an objective judgement be tempered by mercy or pity">23</Trait><Trait name="Confidence" level_5="Incredibly confident" level_4="Very confident" level_3="Confident" level_2="Lacks confidence" level_1="Does not feel effective in life" level_0="Always feels as if they are not in control of own life">24</Trait><Trait name="Organization" level_5="Loves to make lists and keep schedules" level_4="Tries to live a well-organized life" level_3="Organized" level_2="Disorganized" level_1="Very disorganized" level_0="Completely disorganized">25</Trait><Trait name="Lawfulness" level_5="Has a profound sense of duty and obligation" level_4="Has a strong sense of duty" level_3="Has a sense of duty" level_2="Finds rules confining" level_1="Dislikes contracts and regulations" level_0="Hates rules, contracts and other confining elements in own life">26</Trait><Trait name="Excellence" level_5="Constantly strives for perfection" level_4="Thinks it is incredibly important to strive for excellence" level_3="Strives for excellence" level_2="Doesn't go out of own way to do more work than necessary" level_1="Very rarely does more work than necessary" level_0="Does the bare minimum necessary to accomplish the task at hand">27</Trait><Trait name="Perseverance" level_5="Will persist in the face of any difficulty until the task is complete" level_4="Possesses great willpower" level_3="Is self-disciplined" level_2="Is occasionally given to procrastination" level_1="Has very little self-discipline" level_0="Rarely completes tasks and is often overcome by distractions">28</Trait><Trait name="Cautiousness" level_5="Thinks through every alternative and their consequences before acting" level_4="Extremely cautious" level_3="Takes time when making decisions" level_2="Often does the first thing that comes to mind" level_1="Acts impulsively" level_0="Always acts without considering alternatives or thinking through possibilities">29</Trait>
- ====================================================================
- P R O F E S S I O N S
- ====================================================================
- TODO: Parse this and turn it into Profession tags.
- Cross-reference with Memory-40d.xml
- <Profession can_assign_labors="true" is_military="false" name="MINER">0</Profession><Profession can_assign_labors="true" is_military="false" name="WOODWORKER">1</Profession><Profession can_assign_labors="true" is_military="false" name="CARPENTER">2</Profession><Profession can_assign_labors="true" is_military="false" name="BOWYER">3</Profession><Profession can_assign_labors="true" is_military="false" name="WOODCUTTER">4</Profession><Profession can_assign_labors="true" is_military="false" name="STONEWORKER">5</Profession><Profession can_assign_labors="true" is_military="false" name="ENGRAVER">6</Profession><Profession can_assign_labors="true" is_military="false" name="MASON">7</Profession><Profession can_assign_labors="true" is_military="false" name="RANGER">8</Profession><Profession can_assign_labors="true" is_military="false" name="ANIMAL_CARETAKER">9</Profession><Profession can_assign_labors="true" is_military="false" name="ANIMAL_TRAINER">10</Profession><Profession can_assign_labors="true" is_military="false" name="HUNTER">11</Profession><Profession can_assign_labors="true" is_military="false" name="TRAPPER">12</Profession><Profession can_assign_labors="true" is_military="false" name="ANIMAL_DISSECTOR">13</Profession><Profession can_assign_labors="true" is_military="false" name="METALSMITH">14</Profession><Profession can_assign_labors="true" is_military="false" name="FURNACE_OPERATOR">15</Profession><Profession can_assign_labors="true" is_military="false" name="WEAPONSMITH">16</Profession><Profession can_assign_labors="true" is_military="false" name="ARMORER">17</Profession><Profession can_assign_labors="true" is_military="false" name="BLACKSMITH">18</Profession><Profession can_assign_labors="true" is_military="false" name="METALCRAFTER">19</Profession><Profession can_assign_labors="true" is_military="false" name="JEWELER">20</Profession><Profession can_assign_labors="true" is_military="false" name="GEM_CUTTER">21</Profession><Profession can_assign_labors="true" is_military="false" name="GEM_SETTER">22</Profession><Profession can_assign_labors="true" is_military="false" name="CRAFTSMAN">23</Profession><Profession can_assign_labors="true" is_military="false" name="WOODCRAFTER">24</Profession><Profession can_assign_labors="true" is_military="false" name="STONECRAFTER">25</Profession><Profession can_assign_labors="true" is_military="false" name="LEATHERWORKER">26</Profession><Profession can_assign_labors="true" is_military="false" name="BONE_CARVER">27</Profession><Profession can_assign_labors="true" is_military="false" name="WEAVER">28</Profession><Profession can_assign_labors="true" is_military="false" name="CLOTHIER">29</Profession><Profession can_assign_labors="true" is_military="false" name="GLASSMAKER">30</Profession><Profession can_assign_labors="true" is_military="false" name="STRAND_EXTRACTOR">31</Profession><Profession can_assign_labors="true" is_military="false" name="FISHERY_WORKER">32</Profession><Profession can_assign_labors="true" is_military="false" name="FISHERMAN">33</Profession><Profession can_assign_labors="true" is_military="false" name="FISH_DISSECTOR">34</Profession><Profession can_assign_labors="true" is_military="false" name="FISH_CLEANER">35</Profession><Profession can_assign_labors="true" is_military="false" name="FARMER">36</Profession><Profession can_assign_labors="true" is_military="false" name="CHEESE_MAKER">37</Profession><Profession can_assign_labors="true" is_military="false" name="MILKER">38</Profession><Profession can_assign_labors="true" is_military="false" name="COOK">39</Profession><Profession can_assign_labors="true" is_military="false" name="THRESHER">40</Profession><Profession can_assign_labors="true" is_military="false" name="MILLER">41</Profession><Profession can_assign_labors="true" is_military="false" name="BUTCHER">42</Profession><Profession can_assign_labors="true" is_military="false" name="TANNER">43</Profession><Profession can_assign_labors="true" is_military="false" name="DYER">44</Profession><Profession can_assign_labors="true" is_military="false" name="PLANTER">45</Profession><Profession can_assign_labors="true" is_military="false" name="HERBALIST">46</Profession><Profession can_assign_labors="true" is_military="false" name="BREWER">47</Profession><Profession can_assign_labors="true" is_military="false" name="SOAP_MAKER">48</Profession><Profession can_assign_labors="true" is_military="false" name="POTASH_MAKER">49</Profession><Profession can_assign_labors="true" is_military="false" name="LYE_MAKER">50</Profession><Profession can_assign_labors="true" is_military="false" name="WOOD_BURNER">51</Profession><Profession can_assign_labors="true" is_military="false" name="ENGINEER">52</Profession><Profession can_assign_labors="true" is_military="false" name="MECHANIC">53</Profession><Profession can_assign_labors="true" is_military="false" name="SIEGE_ENGINEER">54</Profession><Profession can_assign_labors="true" is_military="false" name="SIEGE_OPERATOR">55</Profession><Profession can_assign_labors="true" is_military="false" name="PUMP_OPERATOR">56</Profession><Profession can_assign_labors="true" is_military="false" name="CLERK">57</Profession><Profession can_assign_labors="true" is_military="false" name="ADMINISTRATOR">58</Profession><Profession can_assign_labors="true" is_military="false" name="TRADER">59</Profession><Profession can_assign_labors="true" is_military="false" name="ARCHITECT">60</Profession><Profession can_assign_labors="true" is_military="false" name="ALCHEMIST">61</Profession><Profession can_assign_labors="true" is_military="false" name="DOCTOR">62</Profession><Profession can_assign_labors="true" is_military="false" name="DIAGNOSER">63</Profession><Profession can_assign_labors="true" is_military="false" name="BONE_SETTER">64</Profession><Profession can_assign_labors="true" is_military="false" name="SUTURER">65</Profession><Profession can_assign_labors="true" is_military="false" name="SURGEON">66</Profession><Profession can_assign_labors="true" is_military="false" name="MERCHANT">67</Profession><Profession can_assign_labors="true" is_military="true" name="HAMMERMAN">68</Profession><Profession can_assign_labors="true" is_military="true" name="MASTER_HAMMERMAN">69</Profession><Profession can_assign_labors="true" is_military="true" name="SPEARMAN">70</Profession><Profession can_assign_labors="true" is_military="true" name="MASTER_SPEARMAN">71</Profession><Profession can_assign_labors="true" is_military="true" name="CROSSBOWMAN">72</Profession><Profession can_assign_labors="true" is_military="true" name="MASTER_CROSSBOWMAN">73</Profession><Profession can_assign_labors="true" is_military="true" name="WRESTLER">74</Profession><Profession can_assign_labors="true" is_military="true" name="MASTER_WRESTLER">75</Profession><Profession can_assign_labors="true" is_military="true" name="AXEMAN">76</Profession><Profession can_assign_labors="true" is_military="true" name="MASTER_AXEMAN">77</Profession><Profession can_assign_labors="true" is_military="true" name="SWORDSMAN">78</Profession><Profession can_assign_labors="true" is_military="true" name="MASTER_SWORDSMAN">79</Profession><Profession can_assign_labors="true" is_military="true" name="MACEMAN">80</Profession><Profession can_assign_labors="true" is_military="true" name="MASTER_MACEMAN">81</Profession><Profession can_assign_labors="true" is_military="true" name="PIKEMAN">82</Profession><Profession can_assign_labors="true" is_military="true" name="MASTER_PIKEMAN">83</Profession><Profession can_assign_labors="true" is_military="true" name="BOWMAN">84</Profession><Profession can_assign_labors="true" is_military="true" name="MASTER_BOWMAN">85</Profession><Profession can_assign_labors="true" is_military="true" name="BLOWGUNMAN">86</Profession><Profession can_assign_labors="true" is_military="true" name="MASTER_BLOWGUNMAN">87</Profession><Profession can_assign_labors="true" is_military="true" name="RECRUIT">90</Profession><Profession can_assign_labors="true" is_military="false" name="TRAINED_HUNTER">91</Profession><Profession can_assign_labors="true" is_military="false" name="TRAINED_WAR">92</Profession><Profession can_assign_labors="true" is_military="false" name="MASTER_THIEF">93</Profession><Profession can_assign_labors="true" is_military="false" name="THIEF">94</Profession><Profession can_assign_labors="true" is_military="false" name="STANDARD">95</Profession><Profession can_assign_labors="true" is_military="false" name="CHILD">96</Profession><Profession can_assign_labors="true" is_military="false" name="BABY">97</Profession><Profession can_assign_labors="true" is_military="false" name="DRUNK">98</Profession><Profession can_assign_labors="true" is_military="true" name="LASHER">88</Profession><Profession can_assign_labors="true" is_military="true" name="MASTER_LASHER">89</Profession><Profession can_assign_labors="true" is_military="false" name="None">90</Profession>
- ====================================================================
- J O B S
- ====================================================================
- TODO: Parse this and turn it into Job tags
- <!--
- [dwarf_jobs]
- size=212
- 0/name = "Carve Fortification"
- 0/type = DIG
- 1/name = "Detail Wall"
- 1/type = TROWEL
- 2/name = "Detail Floor"
- 2/type = TROWEL
- 3/name = "Dig"
- 3/type = DIG
- 4/name = "Carve Upward Staircase"
- 4/type = DIG
- 5/name = "Carve Downward Staircase"
- 5/type = DIG
- 6/name = "Carve Up/Down Staircase"
- 6/type = DIG
- 7/name = "Carve Ramp"
- 7/type = DIG
- 8/name = "Dig Channel"
- 8/type = DIG
- 9/name = "Fell Tree"
- 9/type = CUT
- 10/name = "Gather Plants"
- 11/name = "Remove Construction"
- 11/type = BUILD
- 12/name = "Collect Webs"
- 12/type = HAUL
- 13/name = "Bring Item to Depot"
- 13/type = HAUL
- 14/name = "Bring Item to Shop"
- 14/type = HAUL
- 15/name = "Eat"
- 15/type = FOOD
- 16/name = "Get Provisions"
- 16/type = FOOD
- 17/name = "Drink"
- 17/type = DRINK
- 18/name = "Drink"
- 18/type = DRINK
- 19/name = "Fill Waterskin"
- 19/type = DRINK
- 20/name = "Fill Waterskin"
- 20/type = DRINK
- 21/name = "Sleep"
- 21/type = REST
- 22/name = "Collect Sand"
- 22/type = HAUL
- 23/name = "Fish"
- 24/name = "Hunt"
- 25/name = "Hunt for Small Creature"
- 26/name = "Kidnap"
- 26/type = FIGHT
- 27/name = "Beat Criminal"
- 27/type = FIGHT
- 28/name = "Starting Fist Fight"
- 28/type = FIGHT
- 29/name = "Collect Taxes"
- 30/name = "Guard Tax Collector"
- 30/type = FIGHT
- 31/name = "Catch Live Land Animal"
- 32/name = "Catch Live Fish"
- 33/name = "Return Kill"
- 33/type = HAUL
- 34/name = "Check Chesk"
- 34/type = SEEK
- 35/name = "Store Owned Item"
- 35/type = HAUL
- 36/name = "Place Item in Tomb"
- 36/type = HAUL
- 37/name = "Store Item in Stockpile"
- 37/type = HAUL
- 38/name = "Store Item in Bag"
- 38/type = HAUL
- 39/name = "Store Item in Hospital"
- 39/type = HAUL
- 40/name = "Store Item in Chest"
- 40/type = HAUL
- 41/name = "Store Item in Cabinet"
- 41/type = HAUL
- 42/name = "Store Weapon"
- 42/type = HAUL
- 43/name = "Store Armor"
- 43/type = HAUL
- 44/name = "Store Item in Barrel"
- 44/type = HAUL
- 45/name = "Store Item in Bin"
- 45/type = HAUL
- 46/name = "Seek Artifact"
- 46/type = SEEK
- 47/name = "Seek Infant"
- 47/type = SEEK
- 48/name = "Attend Party"
- 48/type = DRINK
- 49/name = "Go Shopping"
- 50/name = "Go Shopping"
- 51/name = "Clean"
- 52/name = "Rest"
- 52/type = REST
- 53/name = "Pickup Equipment"
- 53/type = SEEK
- 54/name = "Dump Item"
- 54/type = HAUL
- 55/name = "Strange Mood Crafter"
- 55/type = MOOD
- 56/name = "Strange Mood Jeweller"
- 56/type = MOOD
- 57/name = "Strange Mood Forge"
- 57/type = MOOD
- 58/name = "Strange Mood Magma Forge"
- 58/type = MOOD
- 59/name = "Strange Mood Brooding"
- 59/type = MOOD
- 60/name = "Strange Mood Fell"
- 60/type = MOOD
- 61/name = "Strange Mood Carpenter"
- 61/type = MOOD
- 62/name = "Strange Mood Mason"
- 62/type = MOOD
- 63/name = "Strange Mood Bowyer"
- 63/type = MOOD
- 64/name = "Strange Mood Tanner"
- 64/type = MOOD
- 65/name = "Strange Mood Weaver"
- 65/type = MOOD
- 66/name = "Strange Mood Glassmaker"
- 66/type = MOOD
- 67/name = "Strange Mood Mechanics"
- 67/type = MOOD
- 68/name = "Construct Building"
- 68/type = BUILD
- 69/name = "Construct Door"
- 68/type = BUILD
- 70/name = "Construct Floodgate"
- 70/type = BUILD
- 71/name = "Construct ?? Bed"
- 71/type = BUILD
- 72/name = "Construct ?? Chair/Throne"
- 72/type = BUILD
- 73/name = "Construct ?? Casket/Sarcophagus/Coffin"
- 73/type = BUILD
- 74/name = "Construct ?? Table"
- 74/type = BUILD
- 75/name = "Construct ?? Box/Chest/Bag/Coffer"
- 75/type = BUILD
- 76/name = "Construct ?? Bin"
- 76/type = BUILD
- 77/name = "Construct ?? Armor Stand"
- 77/type = BUILD
- 78/name = "Construct ?? Weapon Rack"
- 78/type = BUILD
- 79/name = "Construct ?? Cabinet"
- 79/type = BUILD
- 80/name = "Construct ?? Statue"
- 80/type = BUILD
- 81/name = "Construct ?? Blocks"
- 81/type = BUILD
- 82/name = "Make Raw ??"
- 83/name = "Make ?? Crafts"
- 84/name = "Mint ?? Coins"
- 85/name = "Cut ?A?"
- 86/name = "Cut ?B?"
- 87/name = "Encrust ?something? with ?somethings?"
- 88/name = "Encrust ?something? with ?somethings?"
- 89/name = "Destroy Building"
- 89/type = BUILD
- 90/name = "Smelt Ore"
- 90/type = FURNACE
- 91/name = "Melt a Metal Object"
- 91/type = FORGE
- 92/name = "Extract Metal Strands"
- 92/type = FORGE
- 93/name = "Plant Seeds"
- 94/name = "Harvest Plants"
- 95/name = "Train Hunting Animal"
- 95/type = ANIMAL
- 96/name = "Train War Animal"
- 96/type = ANIMAL
- 99/name = "Construct Catapult Parts"
- 100/name = "Forge ?? Anvil"
- 100/type = FORGE
- 101/name = "Construct Catapult Parts"
- 102/name = "Construct Ballista Parts"
- 103/name = "Forge/Make A"
- 103/type = FORGE
- 104/name = "Stud with ?something?"
- 105/name = "Butcher an Animal"
- 106/name = "Prepare a Raw Fish"
- 107/name = "Mill Plants"
- 108/name = "Bait Trap with Meat/Gem/Fish"
- 109/name = "Milk Creature"
- 110/name = "Make Cheese"
- 111/name = "Process Plants"
- 112/name = "Process Plants (Bag)"
- 113/name = "Process Plants (Vial)"
- 114/name = "Process Plants (Barrel)"
- 115/name = "Prepare ?? Meal"
- 116/name = "Weave ?? into ??"
- 117/name = "Forge/Make ?? something"
- 117/type = BUILD
- 118/name = "Weave Thread"
- 119/name = "Forge/Make D"
- 119/type = FORGE
- 120/name = "Forge/Make E"
- 120/type = FORGE
- 121/name = "Forge/Make F"
- 121/type = FORGE
- 122/name = "Forge/Make Waterskin/Vial/Flask"
- 122/type = FORGE
- 123/name = "Forge Rope"
- 123/type = FORGE
- 124/name = "Forge Flask"
- 124/type = FORGE
- 125/name = "Forge Goblet"
- 125/type = FORGE
- 126/name = "Forge Instrument"
- 126/type = FORGE
- 127/name = "Forge Toy"
- 127/type = FORGE
- 128/name = "Forge Animal Trap"
- 128/type = FORGE
- 129/name = "Forge Barrel"
- 129/type = FORGE
- 130/name = "Make Totel"
- 130/type = FORGE
- 131/name = "Forge Bolts"
- 131/type = FORGE
- 132/name = "Decorate With ?something?"
- 133/name = "Forge/Make G"
- 133/type = FORGE
- 134/name = "Decorate With Bone"
- 135/name = "Make Backpack"
- 136/name = "Make Quiver"
- 137/name = "Load Catapult"
- 138/name = "Load Ballista"
- 139/name = "Fire Catapult"
- 140/name = "Fire Ballista"
- 141/name = "Construct Mechanisms"
- 141/type = BUILD
- 142/name = "Fire Ballista"
- 143/name = "Load Cage Trap"
- 144/name = "Load Stone Trap"
- 145/name = "Load Weapon Trap"
- 146/name = "Clean Trap"
- 147/name = "Cast Spell"
- 148/name = "Link a Building to Trigger"
- 149/name = "Pull the Lever"
- 150/name = "Brew Drink"
- 150/type = DRINK
- 151/name = "Extract from Plants"
- 152/name = "Extract from Raw Fish"
- 153/name = "Extract from Land Animal"
- 154/name = "Tame Small Animal"
- 154/type = ANIMAL
- 155/name = "Tame ?something?"
- 155/type = ANIMAL
- 156/name = "Chain Animal"
- 156/type = ANIMAL
- 157/name = "Unchain Animal"
- 157/type = ANIMAL
- 158/name = "Unchain Pet"
- 158/type = ANIMAL
- 159/name = "Release Large Creature"
- 159/type = ANIMAL
- 160/name = "Release Pet"
- 160/type = ANIMAL
- 161/name = "Release Small Creature"
- 161/type = ANIMAL
- 162/name = "Handle Small Creature"
- 162/type = ANIMAL
- 163/name = "Handle Large Creature"
- 163/type = ANIMAL
- 164/name = "Cage Large Creature"
- 164/type = ANIMAL
- 165/name = "Cage Small Creature"
- 165/type = ANIMAL
- 166/name = "Recover Wounded"
- 166/type = MEDICAL
- 167/name = "Diagnose Patient"
- 167/type = MEDICAL
- 168/name = "Immobilize Break"
- 168/type = MEDICAL
- 169/name = "Dress Wound"
- 169/type = MEDICAL
- 170/name = "Clean Patient"
- 170/type = MEDICAL
- 171/name = "Surgery"
- 171/type = MEDICAL
- 172/name = "Suture"
- 172/type = MEDICAL
- 173/name = "Set Bone"
- 173/type = MEDICAL
- 174/name = "Place In Traction"
- 174/type = MEDICAL
- 175/name = "Drain Aquarium"
- 176/name = "Fill Aquarium"
- 177/name = "Fill Pond"
- 178/name = "Give Water"
- 178/type = MEDICAL
- 179/name = "Give Food"
- 179/type = MEDICAL
- 180/name = "Give Water"
- 180/type = MEDICAL
- 181/name = "Give Food"
- 181/type = MEDICAL
- 182/name = "Recover Pet"
- 183/name = "Pit/Pond Large Animal"
- 183/type = ANIMAL
- 184/name = "Pit/Pond Small Animal"
- 184/type = ANIMAL
- 185/name = "Slaughter Animal"
- 185/type = ANIMAL
- 186/name = "Make Charcoal"
- 186/type = FURNACE
- 187/name = "Make Ash"
- 187/type = FURNACE
- 188/name = "Make Lye"
- 189/name = "Make Potash From Lye"
- 190/name = "Fertilize Field"
- 191/name = "Make Potash From Ash"
- 192/name = "Dye Thread"
- 193/name = "Dye Cloth"
- 194/name = "Sew ?? Image"
- 195/name = "Manage Work Orders"
- 195/type = ADMIN
- 196/name = "Operate Pump"
- 197/name = "Manage Work Orders"
- 197/type = ADMIN
- 198/name = "Update Stockpile Records"
- 198/type = ADMIN
- 199/name = "Trade at Depot"
- 199/type = ADMIN
- 200/name = "Construct ?? Hatch Cover"
- 200/type = BUILD
- 201/name = "Construct ?? Grate"
- 201/type = BUILD
- 202/name = "Remove Stairs/Ramps"
- 202/type = DIG
- 203/name = "Construct ?? Quern"
- 203/type = BUILD
- 205/name = "Upgrade Squad Equipment"
- 205/type = HAUL
- 206/name = "Prepare Equipment Manifests"
- 206/type = ADMIN
- 207/name = "Construct ?? Splint"
- 207/type = BUILD
- 208/name = "Construct ?? Crutch"
- 208/type = BUILD
- 209/name = "Construct Traction Bench"
- 209/type = BUILD
- 210/name = "Clean Self"
- 211/name = "Bring Crutch"
- 211/type = MEDICAL
- 212/name = "Apply Cast"
- 212/type = MEDICAL
- -->
- ====================================================================
- S K I L L S
- ====================================================================
- <Skill name="Mining">0</Skill><Skill name="Wood Cutting">1</Skill><Skill name="Carpentry">2</Skill><Skill name="Bowmaking">49</Skill><Skill name="Engraving">3</Skill><Skill name="Masonry">4</Skill><Skill name="Animal Training">5</Skill><Skill name="Animal Caretaking">6</Skill><Skill name="Fish Dissection">7</Skill><Skill name="Animal Dissection">8</Skill><Skill name="Fish Cleaning">9</Skill><Skill name="Butchery">10</Skill><Skill name="Trapping">11</Skill><Skill name="Growing">22</Skill><Skill name="Herbalism">23</Skill><Skill name="Ambush">57</Skill><Skill name="Swimming">71</Skill><Skill name="Persuasion">72</Skill><Skill name="Negotiation">73</Skill><Skill name="Judging Intent">74</Skill><Skill name="Appraisal">75</Skill><Skill name="Organization">76</Skill><Skill name="Record Keeping">77</Skill><Skill name="Lying">78</Skill><Skill name="Intimidation">79</Skill><Skill name="Conversation">80</Skill><Skill name="Comedy">81</Skill><Skill name="Flattery">82</Skill><Skill name="Consoling">83</Skill><Skill name="Pacification">84</Skill><Skill name="Tracking">85</Skill><Skill name="Fishing">24</Skill><Skill name="Furnace Operation">25</Skill><Skill name="Strand Extraction">26</Skill><Skill name="Soap Making">67</Skill><Skill name="Potash Making">68</Skill><Skill name="Lye Making">66</Skill><Skill name="Wood Burning">65</Skill><Skill name="Weaponsmithing">27</Skill><Skill name="Armorsmithing">28</Skill><Skill name="Metalsmithing">29</Skill><Skill name="Gem Cutting">30</Skill><Skill name="Gem Setting">31</Skill><Skill name="Wood Crafting">32</Skill><Skill name="Stone Crafting">33</Skill><Skill name="Metal Crafting">34</Skill><Skill name="Glassmaking">35</Skill><Skill name="Studying">86</Skill><Skill name="Concentration">87</Skill><Skill name="Discipline">88</Skill><Skill name="Observation">89</Skill><Skill name="Writing">90</Skill><Skill name="Prose">91</Skill><Skill name="Poetry">92</Skill><Skill name="Reading">93</Skill><Skill name="Speaking">94</Skill><Skill name="Coordination">95</Skill><Skill name="Balance">96</Skill><Skill name="Leadership">97</Skill><Skill name="Teaching">98</Skill><Skill name="Fighting">99</Skill><Skill name="Archery">100</Skill><Skill name="Wrestling">101</Skill><Skill name="Biting">102</Skill><Skill name="Striking">103</Skill><Skill name="Kicking">104</Skill><Skill name="Dodging">105</Skill><Skill name="Axe">38</Skill><Skill name="Sword">39</Skill><Skill name="Mace">41</Skill><Skill name="Hammer">42</Skill><Skill name="Spear">43</Skill><Skill name="Crossbow">44</Skill><Skill name="Pike">50</Skill><Skill name="Bow">52</Skill><Skill name="Shield">45</Skill><Skill name="Armor">46</Skill><Skill name="Siege Engineering">47</Skill><Skill name="Siege Operation">48</Skill><Skill name="Pump Operation">70</Skill><Skill name="Leatherworkering">36</Skill><Skill name="Tanning">12</Skill><Skill name="Dyeing">69</Skill><Skill name="Bone Carving">37</Skill><Skill name="Weaving">13</Skill><Skill name="Brewing">14</Skill><Skill name="Clothes Making">16</Skill><Skill name="Milling">17</Skill><Skill name="Threshing">18</Skill><Skill name="Blowgun">53</Skill><Skill name="Throwing">54</Skill><Skill name="Machinery">55</Skill><Skill name="Nature">56</Skill><Skill name="Knife">40</Skill><Skill name="Lash">51</Skill><Skill name="Cooking">21</Skill><Skill name="Alchemy">15</Skill><Skill name="Building Design">58</Skill><Skill name="Cheese Making">19</Skill><Skill name="Milking">20</Skill><Skill name="Misc. Object">106</Skill><Skill name="Wound Dressing">59</Skill><Skill name="Diagnostics">60</Skill><Skill name="Surgery">61</Skill><Skill name="Bone Setting">62</Skill><Skill name="Suturing">63</Skill><Skill name="Crutch-walking">64</Skill>
- ====================================================================
- L A B O R S
- ====================================================================
- <Labor name="Mining">0</Labor><Labor name="Stone Hauling">1</Labor><Labor name="Wood Hauling">2</Labor><Labor name="Burial">3</Labor><Labor name="Food Hauling">4</Labor><Labor name="Refuse Hauling">5</Labor><Labor name="Item Hauling">6</Labor><Labor name="Furniture Hauling">7</Labor><Labor name="Animal Hauling">8</Labor><Labor name="Cleaning">9</Labor><Labor name="Wood Cutting">10</Labor><Labor name="Carpentry">11</Labor><Labor name="Stone Detailing">12</Labor><Labor name="Masonry">13</Labor><Labor name="Architecture">14</Labor><Labor name="Animal Training">15</Labor><Labor name="Animal Care">16</Labor><Labor name="Diagnosis">17</Labor><Labor name="Surgery">18</Labor><Labor name="Setting Bones">19</Labor><Labor name="Suturing">20</Labor><Labor name="Dressing Wounds">21</Labor><Labor name="Feed Patients/Prisoners">22</Labor><Labor name="Recovering Wounded">23</Labor><Labor name="Butchery">24</Labor><Labor name="Trapping">25</Labor><Labor name="Small Animal Dissection">26</Labor><Labor name="Leatherworking">27</Labor><Labor name="Tanning">28</Labor><Labor name="Brewing">29</Labor><Labor name="Alchemy">30</Labor><Labor name="Soap Maker">31</Labor><Labor name="Weaving">32</Labor><Labor name="Clothesmaking">33</Labor><Labor name="Milling">34</Labor><Labor name="Plant Processing">35</Labor><Labor name="Cheese Making">36</Labor><Labor name="Milking">37</Labor><Labor name="Cooking">38</Labor><Labor name="Farming (Fields)">39</Labor><Labor name="Plant Gathering">40</Labor><Labor name="Fishing">41</Labor><Labor name="Fish Cleaning">42</Labor><Labor name="Fish Dissection">43</Labor><Labor name="Hunting">44</Labor><Labor name="Furnace Operating">45</Labor><Labor name="Weaponsmithing">46</Labor><Labor name="Armoring">47</Labor><Labor name="Blacksmithing">48</Labor><Labor name="Metalcrafting">49</Labor><Labor name="Gem Cutting">50</Labor><Labor name="Gem Setting">51</Labor><Labor name="Woodcrafting">52</Labor><Labor name="Stonecrafting">53</Labor><Labor name="Bone Carving">54</Labor><Labor name="Glassmaking">55</Labor><Labor name="Strand Extraction">56</Labor><Labor name="Siege Engineering">57</Labor><Labor name="Siege Operating">58</Labor><Labor name="Crossbow-making">59</Labor><Labor name="Mechanics">60</Labor><Labor name="Potash Making">61</Labor><Labor name="Lye Making">62</Labor><Labor name="Dyeing">63</Labor><Labor name="Wood Burning">64</Labor><Labor name="Pump Operating">65</Labor><!--
- * Labor groups *
- <Labor name="Woodworking">4294967294</Labor>
- <Labor name="Stoneworking">4294967293</Labor>
- <Labor name="Hunting/Related">4294967292</Labor>
- <Labor name="Healthcare">4294967291</Labor>
- <Labor name="Farming/Related">4294967290</Labor>
- <Labor name="Fishing/Related">4294967289</Labor>
- <Labor name="Metalsmithing">4294967288</Labor>
- <Labor name="Jewelry">4294967287</Labor>
- <Labor name="Crafts">4294967286</Labor>
- <Labor name="Engineering">4294967285</Labor>
- <Labor name="Hauling">4294967284</Labor>
- <Labor name="Other Jobs">4294967283</Labor>
- -->
- ====================================================================
- V -- T A B L E S
- (for stonesense)
- ====================================================================
- <VTable name="building_vtable"><multiclass name="building_trapst" typeoffset="0x138"><class name="building_leverst" type="0x0" /><class name="building_pressure_platest" type="0x1" /><class name="building_cage_trapst" type="0x2" /><class name="building_stonefall_trapst" type="0x3" /><class name="building_weapon_trapst" type="0x4" /></multiclass><class name="building_constructionst" /><class name="building_road_pavedst" /><class name="building_road_dirtst" /><class name="building_roadst" /><class name="building_wagonst" /><class name="building_tradedepotst" /><multiclass name="building_workshopst" typeoffset="0x138"><class name="building_carpenters_workshopst" type="0x0" /><class name="building_farmers_workshopst" type="0x1" /><class name="building_masons_workshopst" type="0x2" /><class name="building_craftdwarfs_workshopst" type="0x3" /><class name="building_jewelers_workshopst" type="0x4" /><class name="building_metalsmiths_workshopst" type="0x5" /><class name="building_magma_forgest" type="0x6" /><class name="building_bowyers_workshopst" type="0x7" /><class name="building_mechanics_workshopst" type="0x8" /><class name="building_siege_workshopst" type="0x9" /><class name="building_butchers_shopst" type="0xA" /><class name="building_leather_worksst" type="0xB" /><class name="building_tanners_shopst" type="0xC" /><class name="building_clothiers_shopst" type="0xD" /><class name="building_fisheryst" type="0xE" /><class name="building_stillst" type="0xF" /><class name="building_loomst" type="0x10" /><class name="building_quernst" type="0x11" /><class name="building_kennelsst" type="0x12" /><class name="building_kitchenst" type="0x13" /><class name="building_asheryst" type="0x14" /><class name="building_dyers_shopst" type="0x15" /><class name="building_millstonest" type="0x16" /><class name="building_custom_workshop" type="0x17" /></multiclass><multiclass name="building_furnacest" typeoffset="0x152"><class name="building_wood_furnacest" type="0x0" /><class name="building_smelterst" type="0x1" /><class name="building_glass_furnacest" type="0x2" /><class name="building_kilnst" type="0x3" /><class name="building_magma_smelterst" type="0x4" /><class name="building_magma_glass_furnacest" type="0x5" /><class name="building_magma_kilnst" type="0x6" /></multiclass><class name="building_animaltrapst" /><class name="building_farmplotst" /><class name="building_window_glassst" /><class name="building_window_gemst" /><class name="building_windowst" /><class name="building_statuest" /><class name="building_coffinst" /><class name="building_shopst" /><class name="building_chairst" /><class name="building_tablest" /><class name="building_bedst" /><class name="building_traction_benchst" /><multiclass name="building_siegeenginest" typeoffset="0x138"><class name="building_catapultst" type="0x0" /><class name="building_ballistast" type="0x1" /></multiclass><class name="building_cagest" /><class name="building_chainst" /><class name="building_windmillst" /><class name="building_water_wheelst" /><class name="building_screw_pumpst" /><class name="building_archerytargetst" /><class name="building_weaponst" /><!-- retractable spikes --><class name="building_supportst" /><class name="building_axle_verticalst" /><class name="building_axle_horizontalst" /><class name="building_gear_assemblyst" /><class name="building_trapst" /><class name="building_bars_floorst" /><class name="building_bars_verticalst" /><class name="building_grate_floorst" /><class name="building_grate_wallst" /><class name="building_floodgatest" /><class name="building_bridgest" /><class name="building_hatchst" /><class name="building_doorst" /><class name="building_armorstandst" /><class name="building_weaponrackst" /><class name="building_cabinetst" /><class name="building_boxst" /><class name="building_stockpilest" /><class name="building_wellst" /><class name="building_civzonest" /><!-- zone --><class name="building_actualst" /><class name="buildingst" /></VTable></Entry>
- .,:rsr,
- :2;,;r2A@@5
- @2::s5A#@@@ @r. .
- sd;:riXA#@@ :@@@Gir;;AS9
- Bs::sS3A#@2 @@#AhXirsS#;
- iHrLr5d#@@@ .@#95sr;;rie
- i*' `*@3 @@A2sr;:;r#5
- :..:rll: @@A5sr::r3@
- @Hr;iZ#@@@@ `:rr;;;;:
- S@r.;i2#@@@ @s. ..
- @2::ri2A@@# B@G2ir:...5i
- :@r,r3X##@@ @G5sr:..,:A
- .@Ar;;rSB@@# H#2sr;,..,is
- .' `* ,@ASs;:..,:B
- ;rr;:,..,:.
- `'''
- W I N D O W S
- and
- W I N E
- <Entry version="v0.31.01" os="windows" id="0.31.01" base="meta-2010"><String name="md5">851c1190b6a7b42f2463967623d18575</String><HexValue name="pe_timestamp">0x4BB45F99</HexValue>
- Basic things
- ============
- <HexValue name="sizeof_vector">0x18</HexValue><Offset name="vector_triplet">0xC</Offset>
- Vector layout in MSVC 9:
- DWORD Allocator?
- DWORD ?
- DWORD ?
- DWORD Start
- DWORD End
- DWORD AllocationEnd
- <HexValue name="sizeof_string">0x1C</HexValue><!-- most probably a static object, because its parts are often
- referenced as offset to this address *and* as addresses --><Address name="WORLD">0x0165B188</Address>
- Position and window dimensions
- ==============================
- <Address name="window_x">0xe32798</Address><Address name="window_y">0xe60838</Address><Address name="window_z">0xe60814</Address><Address name="cursor_xyz">0xae82cc</Address><Address name="window_dims">0x17f5ab8</Address>
- Found addresses: (next to each other!)
- 0x17f5ab8
- 0x17f5ac0
- 0x17f5ac8
- 0x17f5ad0
- GUI State
- =========
- <Address name="pause_state">0x146e45f</Address>
- Found addresses:
- 0x146e45f <!-- looks like a dword -->
- 0x185b677 <!-- looks like a word -->
- Bogus: <Address name="current_cursor_creature">0xae82cc</Address><Address name="current_menu_state">0x017f6f38</Address>
- Bogus: <Address name="view_screen">0xae82cc</Address>
- Map stuff
- =========
- <Address name="map_data">0x016AD718</Address><Offset name="map_data_vein_vector">0x08</Offset><Offset name="map_data_type">0x009A</Offset><Offset name="map_data_designation">0x029C</Offset><Offset name="map_data_occupancy">0x069c</Offset><Offset name="map_data_temperature1_offset">0x159c</Offset><Offset name="map_data_temperature2_offset">0x179c</Offset><Offset name="map_data_biome_stuffs">0x1D9C</Offset><Offset name="map_data_pathfinding_offset">0x0D9c</Offset><Offset name="map_data_feature_local">0x2C</Offset> local features
- <Offset name="map_data_feature_global">0x30</Offset> global features
- Map Features
- ============
- WORLD + 0x54374
- <Address name="global_feature_vector">0x16AF4FC</Address><Offset name="global_feature_funcptr_">0x100</Offset><Offset name="global_feature_mat">0x34</Offset><Offset name="global_feature_submat">0x38</Offset>
- WORLD + 0x54440
- <Address name="local_feature_start_ptr">0x16AF5C8</Address><Offset name="local_feature_mat">0x30</Offset><Offset name="local_feature_submat">0x34</Offset><!--
- map_data_map_x_offset 0x0058
- map_data_map_y_offset 0x005A
- map_data_type_offset 0x009a
- map_data_designation_offset 0x029c
- map_data_occupancy_offset 0x069c
- map_data_0a60_offset 0x0A9c
- map_data_pathfinding_offset 0x0D9c
- map_data_1160_offset 0x119c
- map_data_1360_offset 0x139c
- map_data_temperature1_offset 0x159c
- map_data_temperature2_offset 0x179c
- map_data_1960_offset 0x199c
- map_data_1b60_offset 0x1B9c
- -->
- * map size in blocks *
- <Address name="x_count_block">0x016ad738</Address><Address name="y_count_block">0x016ad73C</Address><Address name="z_count_block">0x016ad740</Address>
- * map size in tiles *
- <Address name="x_count">0x016ad744</Address><Address name="y_count">0x016ad748</Address><Address name="z_count">0x016ad74C</Address>
- * Suspected region coords *
- WORLD + 0x525C8
- <Address name="region_x">0x016ad750</Address>
- WORLD + 0x525CC
- <Address name="region_y">0x016ad754</Address>
- WORLD + 0x525D0
- <Address name="region_z">0x016ad758</Address>
- * World size * (WORDs)
- <Address name="world_size_x">0x016AEDD4</Address><Address name="world_size_y">0x016AEDD6</Address><Address name="geoblock_vector">0x16AF52C</Address><Address name="ptr2_region_array">0x16AF574</Address><!--
- <Offset name="world_size_x">0x84</Offset>
- <Offset name="world_size_y">0x86</Offset>
- <Offset name="w_geoblocks">0x75C</Offset> vector
- <Offset name="w_regions_arr">0x79C</Offset>
- --><!-- values for the region structure --><HexValue name="region_size">0x64</HexValue><Offset name="region_geo_index_off">0x60</Offset><!-- geoblock offset(s?) --><Offset name="geolayer_geoblock_offset">0x4</Offset> vector
- <Offset name="type_inside_geolayer">0x4</Offset> vector
- Name struct
- ===========
- <Offset name="name_firstname">0x0</Offset><Offset name="name_nickname">0x1C</Offset><Offset name="name_words">0x38</Offset>
- Creatures
- =========
- <Address name="creature_vector">0x0166ecc4</Address><Address name="dwarf_race_index">0x01470fbc</Address><Address name="dwarf_civ_id">0x01470fb0</Address><Offset name="creature_name">0x0</Offset><Offset name="creature_custom_profession">0x6c</Offset><Offset name="creature_profession">0x88</Offset><Offset name="creature_race">0x8C</Offset><Offset name="creature_position">0x90</Offset><Offset name="creature_flags1">0xF8</Offset><Offset name="creature_flags2">0xFC</Offset><Offset name="creature_sex">0x110</Offset><Offset name="creature_id">0x114</Offset><Offset name="creature_civ">0X120</Offset><Offset name="creature_soulskill_vector">0X1F4</Offset><Offset name="creature_pickup_equipment_bit">0X21C</Offset><Offset name="creature_mood">0x288</Offset><Offset name="creature_pregnancy">0x28C</Offset><Offset name="creature_pregnancy_ptr">0x290</Offset><Offset name="creature_birth_year">0x298</Offset><Offset name="creature_birth_time">0x29C</Offset><Offset name="creature_physical">0x464</Offset><!--
- <Offset name="creature_strength">0x464</Offset>
- <Offset name="creature_agility">0x480</Offset>
- <Offset name="creature_toughness">0x49C</Offset>
- <Offset name="creature_endurance">0x4B8</Offset>
- <Offset name="creature_recuperation">0x4D4</Offset>
- <Offset name="creature_disease_resistance">0x4F0</Offset>
- --><Offset name="creature_current_job">0x390</Offset><!-- from chmod --><Offset name="creature_mood_skill">0x394</Offset> the skill that will be increased at the end of the mood (or not)
- <Offset name="creature_appearance_vector">0x604</Offset> seems to be indexes in the list of possible colors defined in the raws for each group
- <Offset name="creature_artifact_name">0x6D0</Offset><Offset name="creature_labors">0x770</Offset><Offset name="creature_soul_vector">0x073C</Offset><Offset name="creature_default_soul">0x0754</Offset><Offset name="creature_happiness">0x830</Offset>
- Souls
- =====
- <Offset name="soul_name">0x0</Offset><Offset name="soul_skills_vector">0x1F4</Offset><Offset name="soul_traits">0x224</Offset><Offset name="soul_mental">0x88</Offset>
- Job structure
- =============
- <Offset name="job_id">0x0</Offset> Incrementaly assigned
- <Offset name="job_type">0x8</Offset> seems to be just like the old occupations
- <Offset name="job_materials_vector">0xa4</Offset>
- Job materials
- =============
- <Offset name="job_material_maintype">0x0</Offset> like mood materials, 0=bars, 4=stone, 5=wood, 57=cloth, 54=leather ...
- <Offset name="job_material_sectype1">0x2</Offset> subsubtype ?
- <Offset name="job_material_sectype2">0x4</Offset> subtype ?
- <Offset name="job_material_sectype3">0x8</Offset> index of material (for example, 2 is for silver)
- <Offset name="job_material_flags">0x18</Offset> set only for shell / bone mood requirements ?
- <!--
- mid = AddStrucMember(id,"analytical_ability", 0X88, 0x60000400, GetStrucIdByName("s_attrib"), 28);
- mid = AddStrucMember(id,"focus", 0XA4, 0x60000400, GetStrucIdByName("s_attrib"), 28);
- mid = AddStrucMember(id,"willpower", 0XC0, 0x60000400, GetStrucIdByName("s_attrib"), 28);
- mid = AddStrucMember(id,"creativity", 0XDC, 0x60000400, GetStrucIdByName("s_attrib"), 28);
- mid = AddStrucMember(id,"intuition", 0XF8, 0x60000400, GetStrucIdByName("s_attrib"), 28);
- mid = AddStrucMember(id,"patience", 0X114, 0x60000400, GetStrucIdByName("s_attrib"), 28);
- mid = AddStrucMember(id,"memory", 0X130, 0x60000400, GetStrucIdByName("s_attrib"), 28);
- mid = AddStrucMember(id,"linguistic_ability", 0X14C, 0x60000400, GetStrucIdByName("s_attrib"), 28);
- mid = AddStrucMember(id,"spatial_sense", 0X168, 0x60000400, GetStrucIdByName("s_attrib"), 28);
- mid = AddStrucMember(id,"musicality", 0X184, 0x60000400, GetStrucIdByName("s_attrib"), 28);
- mid = AddStrucMember(id,"kinesthetic_sense", 0X1A0, 0x60000400, GetStrucIdByName("s_attrib"), 28);
- mid = AddStrucMember(id,"empathy", 0X1BC, 0x60000400, GetStrucIdByName("s_attrib"), 28);
- mid = AddStrucMember(id,"social_awareness", 0X1D8, 0x60000400, GetStrucIdByName("s_attrib"), 28);
- -->
- Materials
- =========
- soil, stone, metal
- inorganics vector = WORLD + 0x54B7C = 0x16AFD04
- <Address name="mat_inorganics">0x16afd04</Address>
- wood and plant matter, WORLD + 0x54B94
- <Address name="mat_organics_all">0x16afd1C</Address>
- plant matter, WORLD + 0x54BAC
- <Address name="mat_organics_plants">0x16afd34</Address>
- just wood, WORLD + 0x54BDC
- <Address name="mat_organics_trees">0x16afd64</Address>
- creature types actually used for creatures,
- WORLD + 0x54CD0
- <Address name="creature_type_vector">0x016AFE58</Address><Offset name="creature_type_caste_vector">0x138</Offset><Offset name="creature_type_extract_vector">0x1A14</Offset><Offset name="creature_tile">0xE0</Offset><Offset name="creature_tile_color">0xF6</Offset><!--
- NOT used yet
- Number vectors are vector <uint32_t>
- Others are vector<object *>
- first member of 'object' is a STL string with the name of said object
- <Offset name="inorganic_material_template_instantiation">0x178</Offset>
- this is an array of 4B pointers to material templates and length 0x292
- base_type_array = WORLD + 0x5DF44
- <Address name="base_type_array">0x016b90cc</Address>
- <Address name="mat_templates">0x16afcec</Address>
- maybe maps beween organics_all and organics_plants
- <Address name="mat_unk1_numbers">0x16afd4C</Address>
- maybe maps beween organics_all and organics_trees
- <Address name="mat_unk2_numbers">0x16afd7C</Address>
- body material stuff
- <Address name="mat_body_material_templates">0x16AFD94</Address>
- <Address name="mat_body_detail_plans">0x16AFDAC</Address>
- <Address name="mat_bodies">0x16AFDC4</Address>
- <Address name="mat_bodygloss">0x16AFDDC</Address>
- <Address name="mat_creature_variations">0x16AFDF4</Address>
- *raw* creature types
- <Address name="mat_creature_types">0x16AFE0C</Address>
- -->
- Constructions
- =============
- WORLD + 0x108
- <Address name="construction_vector">0x165b290</Address><Offset name="sizeof_construction">0x14</Offset>
- Translations
- ============
- WORLD + 0x54E50
- <Address name="language_vector">0x016AFFD8</Address>
- WORLD + 0x54E80
- <Address name="translation_vector">0x016B0008</Address><Offset name="word_table">0x4C</Offset>
- Vegetation
- ==========
- WORLD + 0x15184
- <Address name="vegetation_vector">0x0167030C</Address> belal: 0x017f6d98 ... what?
- <Offset name="tree_desc_offset">0x6C</Offset>
- Buildings
- =========
- WORLD + 0x14818
- <Address name="buildings_vector">0x0166f9a0</Address><Offset name="building_custom_workshop_type">0x164</Offset>
- WORLD + 0x5D610
- <Address name="custom_workshop_vector">0x016B8798</Address><Offset name="custom_workshop_name">0x4</Offset><Offset name="custom_workshop_type">0x20</Offset>
- Effects
- =======
- :(
- Settlements
- ===========
- :(
- Hotkeys
- =======
- <Address name="hotkey_start">0x01476ecc</Address><Offset name="hotkey_mode">0x1C</Offset><Offset name="hotkey_xyz">0x20</Offset><HexValue name="hotkey_size">0x2C</HexValue><!--
- addresses from belal: vectors might need 8 subtracted from them
- buildings 0x0166f9a8
- constructions 0xffffffff
- creatures 0x0166eccc
- current_cursor_creature 0x00ae82cc
- current_menu_state 0x017f6f38
- cursor_xyz 0x0166ecd4
- effects_vector 0x017f6da0
- hotkey_start 0x01476ecc
- items 0x0166eda8
- language_vector 0x016affe0
- map_data 0x016ad718
- matgloss 0xffffffff
- notes 0x01474de8
- pause_state 0x0146e45f
- region_x 0x016ad750
- region_y 0x016ad754
- region_z 0x016ad758
- settlement_current 0xffffffff
- settlements 0x016af4a4
- translation_vector 0x016b0010
- view_screen 0xffffffff
- window_dims 0x017f5abc
- window_x 0x00e32798
- window_y 0x00e60838
- window_z 0x00e60814
- world 0x016aed50
- x_count 0x016ad738
- y_count 0x016ad73c
- z_count 0x016ad740
- --></Entry><Entry version="v0.31.02" os="windows" id="0.31.02" base="0.31.01"><String name="md5">23dfe141c7ea4e63ebb3c618a12b48ec</String><HexValue name="pe_timestamp">0x4BBDF378</HexValue></Entry><Entry version="v0.31.03" os="windows" id="0.31.03" base="0.31.01" rebase="0x1000"><String name="md5">94641d97a0ecff6f2194e3d0b310d946</String><HexValue name="pe_timestamp">0x4BC3C470</HexValue>
- WORLD: 0x0165c1d0 ?
- Position
- ========
- <Address name="window_dims">0x17f6b00</Address> Was 0x17f5ab8
- 0x17f6b00
- 0x17f6b08
- 0x17f6b10
- Map
- ===
- <Address name="map_data">0x016AE760</Address>
- * map size in blocks *
- <Address name="x_count_block">0x016AE780</Address><Address name="y_count_block">0x016AE784</Address><Address name="z_count_block">0x016AE788</Address>
- * map size in tiles *
- <Address name="x_count">0x016AE78C</Address><Address name="y_count">0x016AE790</Address><Address name="z_count">0x016AE794</Address>
- * Suspected region coords *
- <Address name="region_x">0x016AE798</Address><Address name="region_y">0x016AE79C</Address><Address name="region_z">0x016AE7A0</Address>
- * World size * (WORDs)
- <Address name="world_size_x">0x016AFE1C</Address><Address name="world_size_y">0x016AFE1E</Address>
- * geology *
- <Address name="geoblock_vector">0x16B0574</Address><Address name="ptr2_region_array">0x16B05BC</Address>
- * features *
- WORLD + 0x54374
- <Address name="global_feature_vector">0x16B0544</Address>
- WORLD + 0x54440
- <Address name="local_feature_start_ptr">0x16B0610</Address>
- Creatures
- =========
- <Address name="creature_vector">0x166FD0C</Address><Address name="dwarf_race_index">0x01471fbc</Address><Offset name="creature_name">0x0</Offset><Offset name="creature_custom_profession">0x6c</Offset><Offset name="creature_profession">0x88</Offset><Offset name="creature_race">0x8C</Offset><Offset name="creature_position">0x90</Offset><Offset name="creature_flags1">0xF8</Offset><Offset name="creature_flags2">0xFC</Offset><Offset name="creature_caste">0x110</Offset><Offset name="creature_sex">0x112</Offset><Offset name="creature_id">0x114</Offset><Offset name="creature_civ">0X120</Offset><Offset name="creature_soulskill_vector">0X1F4</Offset><Offset name="creature_pickup_equipment_bit">0X21C</Offset><!--<Offset name="creature_mood">0x238</Offset>--><Offset name="creature_mood">0x288</Offset><Offset name="creature_birth_year">0x298</Offset><Offset name="creature_birth_time">0x29C</Offset><Offset name="creature_physical">0x464</Offset><!--
- <Offset name="creature_strength">0x464</Offset>
- <Offset name="creature_agility">0x480</Offset>
- <Offset name="creature_toughness">0x49C</Offset>
- <Offset name="creature_endurance">0x4B8</Offset>
- <Offset name="creature_recuperation">0x4D4</Offset>
- <Offset name="creature_disease_resistance">0x4F0</Offset>
- --><Offset name="creature_current_job">0x390</Offset><!-- from chmod --><Offset name="creature_mood_skill">0x394</Offset> the skill that will be increased at the end of the mood (or not)
- <Offset name="creature_appearance_vector">0x604</Offset><Offset name="creature_artifact_name">0x6D4</Offset><Offset name="creature_labors">0x774</Offset><Offset name="creature_soul_vector">0x0740</Offset><Offset name="creature_default_soul">0x0758</Offset><Offset name="creature_happiness">0x834</Offset>
- Castes
- ======
- <Offset name="color_modifier_part">0x70</Offset><Offset name="color_modifier_startdate">0x64</Offset><Offset name="color_modifier_enddate">0x68</Offset><Offset name="caste_bodypart_vector">0x51C</Offset><Offset name="caste_color_modifiers">0xACC</Offset><Offset name="caste_attributes">0x654</Offset>
- Body Parts
- ==========
- <Offset name="bodypart_id">0x0</Offset><Offset name="bodypart_category">0x1C</Offset><Offset name="bodypart_layers_vector">0x44</Offset><Offset name="bodypart_singular_vector">0x78</Offset><Offset name="bodypart_plural_vector">0x90</Offset>
- Materials
- =========
- soil, stone, metal
- inorganics vector = WORLD + 0x54B7C = 0x16B0D4C
- <Address name="mat_inorganics">0x16B0D4C</Address>
- stuff like glass, coke, ...
- <Address name="mat_other">0x16BA114</Address>
- wood and plant matter, WORLD + 0x54B94
- <Address name="mat_organics_all">0x16B0D64</Address>
- plant matter, WORLD + 0x54BAC
- <Address name="mat_organics_plants">0x16B0D7C</Address>
- just wood, WORLD + 0x54BDC
- <Address name="mat_organics_trees">0x16B0DAC</Address>
- creature types actually used for creatures, WORLD + 0x54CD0
- <Address name="creature_type_vector">0x16B0EA0</Address>
- stuff that is used somehow
- <Address name="mat_stuff">0x16BA114</Address>
- Constructions
- =============
- WORLD + 0x108
- <Address name="construction_vector">0x165C2D8</Address>
- Translations
- ============
- WORLD + 0x54E50
- <Address name="language_vector">0x016B1020</Address>
- WORLD + 0x54E80
- <Address name="translation_vector">0x16B1050</Address>
- Vegetation
- ==========
- WORLD + 0x15184
- <Address name="vegetation_vector">0x1671354</Address>
- Buildings
- =========
- WORLD + 0x14818
- <Address name="buildings_vector">0x16709E8</Address>
- WORLD + 0x5D610
- <Address name="custom_workshop_vector">0x16B97E0</Address><Offset name="custom_workshop_name">0x4</Offset><Offset name="custom_workshop_type">0x20</Offset>
- Descriptor colors
- =================
- <Address name="descriptor_vectors_start">0x16B9780</Address><Offset name="descriptor_rawname">0x0</Offset><Offset name="descriptor_name">0x4C</Offset><Address name="descriptor_colors_vector">0x16B9768</Address> this includes RVB
- <Offset name="descriptor_color_r">0x6C</Offset> floats !
- <Offset name="descriptor_color_v">0x70</Offset><Offset name="descriptor_color_b">0x74</Offset><Address name="descriptor_all_colors">0x16B9798</Address> A list of all colors, including eyes and stuff
- Items
- =====
- <Address name="items_vector">0x166FE00</Address>
- List of offsets in the VTable :
- <Offset name="item_type_accessor">0x0</Offset><Offset name="item_subtype_accessor">0x4</Offset><Offset name="item_subindex_accessor">0x8</Offset><Offset name="item_index_accessor">0xC</Offset><Offset name="item_quality_accessor">0x238</Offset><Offset name="item_improvement_vector">0xA0</Offset><Offset name="item_improvement_subindex">0x4</Offset><Offset name="item_improvement_index">0x8</Offset><Offset name="item_improvement_quality">0x14</Offset><Offset name="item_type_accessor">0x14</Offset> (in the vtable)
- Time
- ====
- <Address name="current_tick">0x0e47e08</Address><Address name="current_year">0x0e79f00</Address></Entry><Entry version="v0.31.04" os="windows" id="0.31.04" base="0.31.03" rebase="0x0"><String name="md5">655a895c5b90d15eb9bb71e28c6c62e5</String><HexValue name="pe_timestamp">0x4bf014fa</HexValue><Address name="creature_vector">0x167870C</Address><Address name="dwarf_race_index">0x1471FBC</Address><Address name="dwarf_civ_id">0x1471FB0</Address><Address name="mat_inorganics">0x16BD0B0</Address><Address name="mat_other">0x16C6478</Address><Address name="mat_organics_all">0x16BD0C8</Address><Address name="mat_organics_plants">0x16bd0e0</Address><Address name="mat_organics_trees">0x16bd110</Address><Address name="creature_type_vector">0x16BD204</Address><Address name="mat_stuff">0x16C6478</Address><Address name="language_vector">0x16BD384</Address><Address name="translation_vector">0x16BD3B4</Address><Address name="descriptor_colors_vector">0x16C5ACC</Address><Address name="descriptor_vectors_start">0x16C5AE4</Address><Address name="descriptor_all_colors">0x16C5AFC</Address><Address name="current_tick">0xE78780</Address><Address name="current_year">0xEAA878</Address><Address name="map_data">0x016BAAC4</Address><Address name="x_count_block">0x016BAAE4</Address><Address name="y_count_block">0x016BAAE8</Address><Address name="z_count_block">0x016BAAEC</Address><Address name="x_count">0x016BAAF0</Address><Address name="y_count">0x016BAAF4</Address><Address name="z_count">0x016BAAF8</Address><Address name="region_x">0x016BAAFC</Address><Address name="region_y">0x016BAB00</Address><Address name="region_z">0x016BAB04</Address><Address name="world_size_x">0x16BC180</Address><Address name="world_size_y">0x16BC182</Address><Address name="geoblock_vector">0x16BC8D8</Address><Address name="ptr2_region_array">0x16BC920</Address><Address name="global_feature_vector">0x16BC8A8</Address><Address name="local_feature_start_ptr">0x16BC974</Address><Address name="construction_vector">0x1664CD8</Address><Address name="vegetation_vector">0x1679D54</Address><Address name="buildings_vector">0x16793e8</Address><Address name="items_vector">0x1678800</Address><Address name="window_dims">0x18030fc</Address> 0x17f6b00
- <Address name="window_x">0xe640dc</Address>0xe32798 01
- <Address name="window_y">0xe921b0</Address>0xe60838 01
- <Address name="window_z">0xe9218c</Address>0xe60814 01
- <Address name="cursor_xyz">0xae92c8</Address>0xae82cc 01
- <Offset name="item_type_accessor">0x0</Offset> Why do i have to redefine this ???
- </Entry><Entry version="v0.31.05" os="windows" id="0.31.05" base="0.31.04" rebase="0x8010"><String name="md5">394ff63fc00fedd5df0b36e4beb589bc</String><HexValue name="pe_timestamp">0x4c091569</HexValue><!--<Address name="creature_vector">0x1678704</Address> CHMOD--><Address name="dwarf_race_index">0x014abee4</Address> CHMOD
- <Address name="dwarf_civ_id">0x1471FB0</Address> BOGUS!
- <Address name="window_dims">0x180b10c</Address> LOOKS O.K.
- <Address name="window_x">0xe6c0dc</Address> VERIFIED
- <Address name="window_y">0xe9a1b0</Address> VERIFIED
- <Address name="window_z">0xe9a18c</Address> VERIFIED
- <Address name="cursor_xyz">0xaf12cc</Address> VERIFIED
- <Address name="current_tick">0xE80780</Address> LOOKS O.K.
- <Address name="current_year">0xEB2878</Address> LOOKS O.K.
- <!--
- <Address name="mat_inorganics">0x16BD0B0</Address>
- <Address name="mat_organics_all">0x16BD0C8</Address>
- <Address name="mat_organics_plants">0x16bd0e0</Address>
- <Address name="mat_organics_trees">0x16bd110</Address>
- <Address name="creature_type_vector">0x16BD204</Address>
- <Address name="descriptor_colors_vector">0x16C5ACC</Address>
- <Address name="descriptor_all_colors">0x16C5AFC</Address>
- --><!--<Address name="mat_other">0x16C6478</Address>--><!--<Address name="mat_stuff">0x16C6478</Address> --><!--<Address name="descriptor_vectors_start">0x16C5AE4</Address> --><!--
- <Address name="language_vector">0x16BD384</Address> OLD
- <Address name="translation_vector">0x16BD3B4</Address> OLD
- <Address name="language_vector">0x016c539c</Address> CHMOD
- <Address name="translation_vector">0x016c53cc</Address> CHMOD
- --><!--
- <Address name="map_data">0x16c2ad4</Address> old 0x016BAAC4
- <Address name="x_count_block">0x16c2af4</Address> old 0x016BAAE4
- <Address name="y_count_block">0x16c2af8</Address> old 0x016BAAE8
- <Address name="z_count_block">0x16c2afc</Address> old 0x016BAAEC
- <Address name="x_count">0x16c2b00</Address> old 0x016BAAF0
- <Address name="y_count">0x16c2b04</Address> old 0x016BAAF4
- <Address name="z_count">0x16c2b08</Address> old 0x016BAAF8
- <Address name="region_x">0x16c2b0C</Address> old 0x016BAAFC
- <Address name="region_y">0x16c2b10</Address> old 0x016BAB00
- <Address name="region_z">0x16c2b14</Address> old 0x016BAB04
- <Address name="world_size_x">0x16C4190</Address> VERIFIED
- <Address name="world_size_y">0x16C4192</Address> VERIFIED
- <Address name="geoblock_vector">0x16C48E8</Address> LOOKS O.K.
- <Address name="ptr2_region_array">0x16C4930</Address> LOOKS O.K.
- <Address name="global_feature_vector">0x16C48B8</Address> LOOKS O.K.
- <Address name="local_feature_start_ptr">0x16BC974</Address>
- <Address name="construction_vector">0x1664CD8</Address>
- <Address name="vegetation_vector">0x1679D54</Address>
- <Address name="buildings_vector">0x16793e8</Address>
- <Address name="items_vector">0x1678800</Address>
- --><Offset name="item_type_accessor">0x0</Offset> Why do i have to redefine this ???
- ... what?
- </Entry><Entry version="v0.31.06" os="windows" id="0.31.06" base="0.31.05" rebase="0x10"><String name="md5">c4b7e37dafa2716e31d29110968ac64e</String><HexValue name="pe_timestamp">0x4c0f83d5</HexValue><Address name="cursor_xyz">0xaf12d0</Address>
- [addresses]
- translation_vector = 0x016c53dc
- language_vector = 0x016c53ac
- creature_vector = 0x0168071c
- dwarf_race_index = 0x014abef4
- </Entry><Entry version="v0.31.08" os="windows" id="0.31.08" base="0.31.06" rebase="0x1000"><String name="md5">a83e6b21307cf41fb54c315fa40dec86</String><HexValue name="pe_timestamp">0x4c1d69fe</HexValue><Address name="cursor_xyz">0xaf22d8</Address>
- [addresses]
- translation_vector = 0x016c53dc
- language_vector = 0x016c53ac
- creature_vector = 0x0168071c
- dwarf_race_index = 0x014abef4
- </Entry>
- <Entry version="v0.31.09" os="windows" id="0.31.09" base="0.31.08" rebase="0xD028" > rebase="0xD030"
- <!-- TODO: fix creature offsets -->
- <!-- TODO: small offsets added all over the place, investigate -->
- <String name="md5">1a85839ab03df082974dc5629d3fbc26</String>
- <HexValue name="pe_timestamp">0x4C3897C0</HexValue>
- <Address name="cursor_xyz">0xaff2d8</Address>
- <Address name="language_vector">0x16D33CC</Address>
- <Address name="translation_vector">0x16D33FC</Address>
- <Offset name="word_table">0x4c</Offset>
- Creatures
- =========
- <Address name="creature_vector">0x168E73C</Address>
- <Address name="dwarf_race_index">0x014b9f1c</Address>
- <Offset name="creature_soulskill_vector">0X1F4</Offset>
- <Offset name="creature_physical">0x4AC</Offset>
- <Offset name="creature_appearance_vector">0x64c</Offset> <!-- Maybe slightly wrong -->
- <Offset name="creature_artifact_name">0x71c</Offset>
- <Offset name="creature_labors">0x7Bc</Offset>
- <Offset name="creature_soul_vector">0x0788</Offset>
- <Offset name="creature_default_soul">0x07A0</Offset>
- <Offset name="creature_happiness">0x87c</Offset>
- </Entry>
- <Entry version="v0.31.10" os="windows" id="0.31.10" base="0.31.09">
- <String name="md5">349d1ad6eda7b6c5e87f8e4726a0999a</String>
- <HexValue name="pe_timestamp">0x4C398089</HexValue>
- </Entry>
- <Entry version="v0.31.11" os="windows" id="0.31.11" base="0.31.10" rebase="0x7018">
- <String name="md5">552cfa417fd131204ebfee66aefc4adb</String>
- <HexValue name="pe_timestamp">0x4C496D93</HexValue>
- <Address name="cursor_xyz">0xB062D8</Address>
- <Address name="window_x">0xe81114</Address> VERIFIED
- <Address name="window_y">0xeAF1E8</Address> VERIFIED
- <Address name="window_z">0xeAF1C4</Address> VERIFIED
- </Entry>
- <Entry version="v0.31.12" os="windows" id="0.31.12" base="0.31.11">
- <String name="md5">f0459165a426a9f2dd8d957e9fa7f01d</String>
- <HexValue name="pe_timestamp">0x4c4c32e7</HexValue>
- </Entry>
- .-"""-.
- ' \
- |,. ,-. | _________________________
- |()L( ()| | \ \
- |,' `".| | /_ Argh !!! \
- |.___.',| ` \________________________\
- .j `--"' ` `.
- / ' ' \
- / / ` `.
- / / ` .
- / / l |
- . , L I N U X | |
- ,"`. .| |
- _.' ``. | `..-'l
- | `.`, | `.
- | `. __.j )
- |__ |--""___| ,-'
- `"--...,+"""" `._,.-'
- <!-- Windows logo by Microsoft --><!-- Tux logo by the Linux guys :) --><Entry version="linux-offsets-2010" os="all" id="linux-offsets-2010" base="meta-2010">
- Basic things
- ============
- <HexValue name="sizeof_vector">0xC</HexValue> VERIFIED
- <Offset name="vector_triplet">0x0</Offset> VERIFIED
- <HexValue name="sizeof_string">0x4</HexValue> VERIFIED
- MAP BLOCK OFFSETS
- =================
- <Offset name="map_data_vein_vector">0x08</Offset> VERIFIED
- <Offset name="map_data_feature_local">0x20</Offset> VERIFIED
- <Offset name="map_data_feature_global">0x24</Offset> VERIFIED
- <Offset name="map_data_type">0x006A</Offset> VERIFIED
- <Offset name="map_data_designation">0x026C</Offset> VERIFIED
- <Offset name="map_data_occupancy">0x066c</Offset> VERIFIED
- <Offset name="map_data_temperature1_offset">0x156c</Offset> VERIFIED
- <Offset name="map_data_temperature2_offset">0x176c</Offset> VERIFIED
- <Offset name="map_data_biome_stuffs">0x1D6C</Offset> VERIFIED
- <Offset name="map_data_pathfinding_offset">0x0D6c</Offset> VERIFIED
- MAP FEATURE OFFSETS
- ===================
- <Offset name="global_feature_funcptr_">0x94</Offset> VERIFIED
- <Offset name="global_feature_mat">0x28</Offset> VERIFIED
- <Offset name="global_feature_submat">0x2C</Offset> VERIFIED
- <Offset name="local_feature_mat">0x24</Offset> VERIFIED
- <Offset name="local_feature_submat">0x28</Offset> VERIFIED
- values for the region structure
- ===============================
- <HexValue name="region_size">0x58</HexValue> VERIFIED
- <Offset name="region_geo_index_off">0x54</Offset> VERIFIED
- geoblock offsets
- ================
- <Offset name="geolayer_geoblock_offset">0x4</Offset> VERIFIED
- <Offset name="type_inside_geolayer">0x4</Offset> VERIFIED
- Name struct
- ===========
- <Offset name="name_firstname">0x0</Offset> VERIFIED
- <Offset name="name_nickname">0x4</Offset> VERIFIED
- <Offset name="name_words">0x8</Offset> VERIFIED
- Creature offsets
- ================
- <Offset name="creature_name">0x0</Offset><Offset name="creature_custom_profession">0x6c</Offset><Offset name="creature_profession">0x3c</Offset> *
- <Offset name="creature_race">0x44</Offset> *
- <Offset name="creature_position">0x90</Offset><Offset name="creature_flags1">0x8C</Offset> *
- <Offset name="creature_flags2">0x90</Offset> *
- <Offset name="creature_caste">0x110</Offset><Offset name="creature_sex">0xA6</Offset> *
- <Offset name="creature_id">0x114</Offset><Offset name="creature_civ">0XB4</Offset> *
- <Offset name="creature_soulskill_vector">0X1F4</Offset><Offset name="creature_pickup_equipment_bit">0X21C</Offset><Offset name="creature_mood">0x18C</Offset> *
- <Offset name="creature_birth_year">0x19C</Offset> *
- <Offset name="creature_birth_time">0x1A0</Offset> *
- <Offset name="creature_physical">0x464</Offset><Offset name="creature_current_job">0x390</Offset> from chmod
- <Offset name="creature_mood_skill">0x394</Offset> the skill that will be increased at the end of the mood (or not)
- <Offset name="creature_appearance_vector">0x604</Offset><Offset name="creature_artifact_name">0x6D4</Offset><Offset name="creature_labors">0x774</Offset><Offset name="creature_soul_vector">0x0740</Offset><Offset name="creature_default_soul">0x0758</Offset><Offset name="creature_happiness">0x834</Offset>
- Souls
- =====
- <Offset name="soul_name">0x0</Offset><Offset name="soul_skills_vector">0x1F4</Offset><Offset name="soul_traits">0x224</Offset><Offset name="soul_mental">0x88</Offset>
- Castes
- ======
- <Offset name="color_modifier_part">0x70</Offset><Offset name="color_modifier_startdate">0x64</Offset><Offset name="color_modifier_enddate">0x68</Offset><Offset name="caste_bodypart_vector">0x51C</Offset><Offset name="caste_color_modifiers">0xACC</Offset><Offset name="caste_attributes">0x654</Offset>
- Body Parts
- ==========
- <Offset name="bodypart_id">0x0</Offset><Offset name="bodypart_category">0x1C</Offset><Offset name="bodypart_layers_vector">0x44</Offset><Offset name="bodypart_singular_vector">0x78</Offset><Offset name="bodypart_plural_vector">0x90</Offset>
- Job structure
- =============
- <Offset name="job_id">0x0</Offset> Incrementaly assigned
- <Offset name="job_type">0x8</Offset> seems to be just like the old occupations
- <Offset name="job_materials_vector">0xa4</Offset>
- Job materials
- =============
- <Offset name="job_material_maintype">0x0</Offset> like mood materials, 0=bars, 4=stone, 5=wood, 57=cloth, 54=leather ...
- <Offset name="job_material_sectype1">0x2</Offset> subsubtype ?
- <Offset name="job_material_sectype2">0x4</Offset> subtype ?
- <Offset name="job_material_sectype3">0x8</Offset> index of material (for example, 2 is for silver)
- <Offset name="job_material_flags">0x18</Offset> set only for shell / bone mood requirements ?
- Creature type offsets
- =====================
- <Offset name="creature_type_caste_vector">0x60</Offset> VERIFIED
- <Offset name="creature_type_extract_vector">0x1A14</Offset><Offset name="creature_tile">0xE0</Offset><Offset name="creature_tile_color">0xF6</Offset><!--
- struct CreatureType
- {
- Vector<CreatureCasteType*> creature_type_caste_vector (0x138);
- Vector<CreatureExtractType*> creature_type_extract_vector (0x1A14);
- Offset creature_tile (0xE0);
- Offset creature_tile_color (0xF6);
- }
- -->
- Color descriptors
- =================
- <Offset name="descriptor_rawname">0x0</Offset> VERIFIED
- <Offset name="descriptor_name">0x1C</Offset> VERIFIED
- <Offset name="descriptor_color_r">0x24</Offset> VERIFIED
- <Offset name="descriptor_color_v">0x28</Offset> VERIFIED
- <Offset name="descriptor_color_b">0x2C</Offset> VERIFIED
- Language tables
- ===============
- <Offset name="word_table">0x1C</Offset> VERIFIED
- Constructions
- =============
- <Offset name="sizeof_construction">0x14</Offset></Entry><Entry version="v0.30_04" os="linux" id="30_04lin" base="linux-offsets-2010"><String name="md5">1d759a11af258263ef5c139d6d9a3e15</String><!-- most probably a static object, because its parts are often
- referenced as offset to this address *and* as addresses --><Address name="WORLD">0x92D00C0</Address>
- Position and window dimensions
- ==============================
- <Address name="window_x">0x8cd3b18</Address><Address name="window_y">0x8cd3b1c</Address><Address name="window_z">0x8cd3b20</Address><Address name="cursor_xyz">0x8b17370</Address><Address name="window_dims">0x9464d6c</Address>
- GUI State
- =========
- <Address name="pause_state">0x92c971c</Address>
- Map data
- =========
- <Address name="map_data">0x9322d20</Address> WORLD + 0x52C60
- Map Features
- ============
- WORLD + 0x5487C
- <Address name="global_feature_vector">0x932493C</Address>
- WORLD + 0x548F4
- <Address name="local_feature_start_ptr">0x93249B4</Address>
- * map size in blocks *
- <Address name="x_count_block">0x9322d34</Address><Address name="y_count_block">0x9322d38</Address><Address name="z_count_block">0x9322d3C</Address>
- * map size in tiles *
- <Address name="x_count">0x9322d40</Address><Address name="y_count">0x9322d44</Address><Address name="z_count">0x9322d48</Address>
- * region coords *
- WORLD + 0x525C8
- <Address name="region_x">0x9322d4C</Address>
- WORLD + 0x525CC
- <Address name="region_y">0x9322d50</Address>
- WORLD + 0x525D0
- <Address name="region_z">0x9322d54</Address>
- * World size * (WORDs)
- WORLD + 0x542E0
- <Address name="world_size_x">0x93243A0</Address>
- WORLD + 0x542E2
- <Address name="world_size_y">0x93243A2</Address>
- WORLD + 0x54894
- <Address name="geoblock_vector">0x9324954</Address>
- WORLD + 0x548B8
- <Address name="ptr2_region_array">0x9324978</Address>
- Creatures
- =========
- <Address name="creature_vector">0x092E3AA0</Address><Address name="dwarf_race_index">0x092CB608</Address><Address name="dwarf_civ_id">0x092CB5FC</Address>
- Materials
- =========
- soil, stone, metal
- inorganics vector
- <Address name="mat_inorganics">0x9324e68</Address>0x16afd04
- wood and plant matter
- <Address name="mat_organics_all">0x9324E74</Address>
- plant matter
- <Address name="mat_organics_plants">0x9324E80</Address>
- just wood
- <Address name="mat_organics_trees">0x9324E98</Address>
- creature types actually used for creatures,
- <Address name="creature_type_vector">0x09324F14</Address>
- Color descriptors
- =================
- <Address name="descriptor_colors_vector">0x9329378</Address> VERIFIED
- <Address name="descriptor_all_colors">0x9329390</Address> VERIFIED
- Translations
- ============
- WORLD + 0x54E50
- <Address name="language_vector">0x9324fd4</Address>
- WORLD + 0x54E80
- <Address name="translation_vector">0x9324fec</Address>
- Constructions
- =============
- WORLD + 0x84
- <Address name="construction_vector">0x92D0144</Address> 0x165b290
- Time
- ====
- <Address name="current_year">0x92C9680</Address><Address name="current_tick">0x92C9688</Address><!--
- Vegetation
- ==========
- WORLD + 0x15184
- <Address name="vegetation_vector">0x0167030C</Address> belal: 0x017f6d98 ... what?
- <Offset name="tree_desc_offset">0x6C</Offset>
- Buildings
- =========
- WORLD + 0x14818
- <Address name="buildings_vector">0x0166f9a0</Address>
- <Offset name="building_custom_workshop_type">0x164</Offset>
- WORLD + 0x5D610
- <Address name="custom_workshop_vector">0x016B8798</Address>
- <Offset name="custom_workshop_name">0x4</Offset>
- <Offset name="custom_workshop_type">0x20</Offset>
- Effects
- =======
- :(
- Settlements
- ===========
- :(
- Hotkeys
- =======
- <Address name="hotkey_start">0x01476ecc</Address>
- <Offset name="hotkey_mode">0x1C</Offset>
- <Offset name="hotkey_xyz">0x20</Offset>
- <HexValue name="hotkey_size">0x2C</HexValue>
- --><!--
- Materials
- =========
- <Address name="mat_inorganics">0x9324E64</Address>
- stuff like glass, coke, ...
- <Address name="mat_other">17</Address>
- wood and plant matter, WORLD + 0x54B94
- <Address name="mat_organics_all">18</Address>
- plant matter, WORLD + 0x54BAC
- <Address name="mat_organics_plants">19</Address>
- just wood, WORLD + 0x54BDC
- <Address name="mat_organics_trees">20</Address>
- creature types actually used for creatures, WORLD + 0x54CD0
- <Address name="creature_type_vector">0x09324F10</Address>
- stuff that is used somehow
- <Address name="mat_stuff">21</Address>
- Constructions
- =============
- WORLD + 0x108
- <Address name="construction_vector">22</Address>
- Vegetation
- ==========
- WORLD + 0x15184
- <Address name="vegetation_vector">25</Address>
- Buildings
- =========
- WORLD + 0x14818
- <Address name="buildings_vector">26</Address>
- WORLD + 0x5D610
- <Address name="custom_workshop_vector">0</Address>
- <Offset name="custom_workshop_name">0x4</Offset>
- <Offset name="custom_workshop_type">0x20</Offset>
- Descriptor colors
- =================
- <Address name="descriptor_vectors_start">27</Address>
- <Offset name="descriptor_rawname">0x0</Offset>
- <Offset name="descriptor_name">0x4C</Offset>
- <Address name="descriptor_colors_vector">28</Address> this includes RVB
- <Offset name="descriptor_color_r">0x6C</Offset> floats !
- <Offset name="descriptor_color_v">0x70</Offset>
- <Offset name="descriptor_color_b">0x74</Offset>
- <Address name="descriptor_all_colors">29</Address> A list of all colors, including eyes and stuff
- Items
- =====
- <Address name="items_vector">30</Address>
- List of offsets in the VTable :
- <Offset name="item_type_accessor">0x0</Offset>
- <Offset name="item_subtype_accessor">0x4</Offset>
- <Offset name="item_subindex_accessor">0x8</Offset>
- <Offset name="item_index_accessor">0xC</Offset>
- <Offset name="item_quality_accessor">0x238</Offset>
- <Offset name="item_improvement_vector">0xA0</Offset>
- <Offset name="item_improvement_subindex">0x4</Offset>
- <Offset name="item_improvement_index">0x8</Offset>
- <Offset name="item_improvement_quality">0x14</Offset>
- <Offset name="item_type_accessor">0x14</Offset> (in the vtable)
- --></Entry><Entry version="v0.31.05" os="linux" id="30_05lin" base="linux-offsets-2010"><String name="md5">fea3801a26538b1741f3cc9294139fca</String><!-- most probably a static object, because its parts are often
- referenced as offset to this address *and* as addresses --><Address name="WORLD">0x92C60E0</Address> MOST PROBABLY BOGUS!
- Position and window dimensions
- ==============================
- <Address name="window_x">0x8cc9b38</Address> VERIFIED
- <Address name="window_y">0x8cc9b3c</Address> VERIFIED
- <Address name="window_z">0x8cc9b40</Address> VERIFIED
- <Address name="cursor_xyz">0x8b0d36c</Address> VERIFIED
- <Address name="window_dims">0x945ad8c</Address> VERIFIED
- GUI State
- =========
- <Address name="pause_state">0x92bf73c</Address> VERIFIED
- Map data
- ========
- WORLD + 0x52C60?
- <Address name="map_data">0x9318D40</Address> VERIFIED
- Map Features
- ============
- WORLD + 0x5487C?
- <Address name="global_feature_vector">0x931A95C</Address> VERIFIED
- WORLD + 0x548F4?
- <Address name="local_feature_start_ptr">0x931A9D4</Address> VERIFIED
- * map size in blocks *
- <Address name="x_count_block">0x9318D54</Address> VERIFIED
- <Address name="y_count_block">0x9318D58</Address> VERIFIED
- <Address name="z_count_block">0x9318D5C</Address> VERIFIED
- * map size in tiles *
- <Address name="x_count">0x9318D60</Address> VERIFIED
- <Address name="y_count">0x9318D64</Address> VERIFIED
- <Address name="z_count">0x9318D68</Address> VERIFIED
- * region coords *
- WORLD + 0x525C8
- <Address name="region_x">0x9318D6C</Address> VERIFIED
- WORLD + 0x525CC
- <Address name="region_y">0x9318D70</Address> VERIFIED
- WORLD + 0x525D0
- <Address name="region_z">0x9318D74</Address> VERIFIED (old = 0x9322d54)
- * World size * (WORDs)
- WORLD + 0x542E0
- <Address name="world_size_x">0x931A3C0</Address> VERIFIED
- WORLD + 0x542E2
- <Address name="world_size_y">0x931A3C2</Address> VERIFIED
- WORLD + 0x54894
- <Address name="geoblock_vector">0x931A974</Address> VERIFIED
- WORLD + 0x548B8
- <Address name="ptr2_region_array">0x931A998</Address> VERIFIED
- Materials
- =========
- soil, stone, metal
- inorganics vector
- <Address name="mat_inorganics">0x931ae88</Address> VERIFIED
- wood and plant matter
- <Address name="mat_organics_all">0x931ae94</Address> VERIFIED
- plant matter
- <Address name="mat_organics_plants">0x931aea0</Address> VERIFIED
- just wood
- <Address name="mat_organics_trees">0x931aeb8</Address> VERIFIED
- creature types actually used for creatures,
- <Address name="creature_type_vector">0x931af34</Address> VERIFIED
- Color descriptors
- =================
- <Address name="descriptor_colors_vector">0x931f398</Address> VERIFIED
- <Address name="descriptor_all_colors">0x931f3b0</Address> VERIFIED
- Translations
- ============
- WORLD + 0x54E50
- <Address name="language_vector">0x931aff4</Address>
- WORLD + 0x54E80
- <Address name="translation_vector">0x931b00c</Address></Entry><Entry version="v0.31.06" os="linux" id="30_06lin" base="linux-offsets-2010"><String name="md5">13a1c19e8f59b74e307e094e2a0f28c3</String></Entry></MemoryDescriptors>
- </DFExtractor>
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