CRE file format
FileExtension : CRE
Content : Description of creatures files CRE V.1.0/V1.2/V9.0
History : File done by IEFFHP
Updated by Manveru (05.02.2002)
Updated by Gorin (11.07.2001)
Updated by ShadowSmuggler (26.07.2001)
Updated by Aaron O'Neal's info (09.09.2001)
Updated by Pyth Dranook info (21.09.2001)
Updated by Cat's info (21.09.2001)
Updated by DevArrah (entered 23.10.2001)
Updated by M (entered 25.11.2001)
Updated by Ghreyfain (entered 04.02.2002)
Updated by Avenger based on NI source and research
Description
This file format describes a "creature" (i.e. for lack of a better description, any object you are capable of attacking. Not all objects you can open a dialog with are creatures. Doors, for instance, can have associated dialogs, and could even talk to you, if they were so programmed.) Interestingly enough, the same format for this file is used in Baldur's Gate 2 and Baldur's Gate. The additional capabilities (such as new weapons proficiencies) are attached to the creature as long-lived effects. I will attempt to document this at some point in the future, but essentially, they are attached in EFF V2.0 formatted blocks (though with the header zeroed), and an effect type of 0xe9. The specific stats which are stored in the given structures are given by a mapping in one of the IDS or 2DA files. Details will be forthcoming when I get some more time.
CRE file versions
* V1.0: Baldur's Gate, Baldur's Gate 2
* V1.2: Planescape: Torment
* V9.0: Icewind Dale
CRE V1.0
Overall structure
* Header
* Known spells section
* Spell memorization info
* Memorized spells section
* Items section
* "Item slots"
CRE V1.0 Header
Offset Size (data type) Description
0x0000 4 (char array) Signature ('CRE ')
0x0004 4 (char array) Version ('V1.0')
0x0008 4 (Strref) Long Creature name
0x000c 4 (Strref) Short Creature name (used for tooltips)
0x0010 1 (byte) This offset determine whether creature is multiclass or dualclass., 00- multi or single classed (unknown role of 1st and second bit suggest that values from 0 to 7 may represent some special states).
* bit 0 unknown
* bit 1 no corpse
* bit 2 keep corpse
* bit 3 original class was fighter
* bit 4 original class was mage
* bit 5 original class was cleric
* bit 6 original class was thief
* bit 7 original class was druid
0x0011 1 (byte) Second flag of creature.
* bit 0 original class was ranger
* bit 1 sets whether a CRE is a fallen paladin or not.
* bit 2 sets whether a CRE is a fallen ranger or not.
* bit 3 can export/customize character
* bit 4 unused ?
* bit 5 unused ?
* bit 6 unused ?
* bit 7 unused ?
No cres in BG1 have values in 0x11 at all (all the values are 0)
The way a multiclass char is indicated is by the absence of any of the "original class" flags being set.
0x0012 2 (word) Unknown, usually 0
0x0014 4 (dword) experience value (i.e. value in XP for killing this creature)
0x0018 4 (dword) experience
0x001c 4 (dword) gold
0x0020 4 (dword) (permanent) status flags (as per STATE.IDS). This varies from game to game, but includes such things as invisibility, charmed, silenced, and draw-upon-holy-might.
0x0024 2 (word) Current hit points
0x0026 2 (word) Max hit points
0x0028 2 (word) Animation ID (as from ANIMATE.IDS). Note that while there is some structure to the ordering of these, it is actually worked out via a sort of tangled routine which sorts into major categories based on the high nybble. In Baldur's Gate, the way BAM files (for display on the overland screen) are mapped to CRE files is via this field; the resource names which are mapped to by ANIMATE ids are hard-coded in the executable. Yuck.
0x002a 2 (word) unknown
0x002c 1 (byte) metal color index
0x002d 1 (byte) minor color index
0x002e 1 (byte) major color index
0x002f 1 (byte) skin color index
0x0030 1 (byte) leather color index
0x0031 1 (byte) armor color index
0x0032 1 (byte) hair color index
0x0033 1 (byte) In TotSC, a new format for effects was created, as evident in their EFF V2.0 files. In Icewind Dale, and possibly also in TotSC, this byte is a flag: if equal to 0, the effect structures attached to this CRE file are old style effects. If this byte is equal to 1, the effect structures are as in the EFF V2.0 format.
0x0034 8 (resref) resource name for the 'small portrait' associated with this CRE, if any (i.e. small portrait as customizable for each character in the game options)
0x003c 8 (resref) resource name for the 'large portrait' associated with this CRE, if any (i.e. large portrait as customizable for each character in the game options)
0x0044 1 (byte) reputation (minimum value: 0)
0x0045 1 (byte) Hide In Shadows (Kit/Race/Dex Bonuses are separate from these values)
0x0046 2 (signed word) armor class (natural?)
0x0048 2 (signed word) armor class (effective?)
0x004a 2 (signed word) armor class (crushing attacks modifier)
0x004c 2 (signed word) armor class (missile attacks modifier)
0x004e 2 (signed word) armor class (piercing attacks modifier)
0x0050 2 (signed word) armor class (slashing attacks modifier)
0x0052 1 (byte) THAC0 (1-25)
0x0053 1 (byte) number of attacks (0-10)
0x0054 1 (byte) save versus death (0-20)
0x0055 1 (byte) save versus wands (0-20)
0x0056 1 (byte) save versus poly (0-20)
0x0057 1 (byte) save versus breath (0-20)
0x0058 1 (byte) save versus spell (0-20)
0x0059 1 (byte) resist fire (0-100)
0x005a 1 (byte) resist cold (0-100)
0x005b 1 (byte) resist electricity (0-100)
0x005c 1 (byte) resist acid (0-100)
0x005d 1 (byte) resist magic (0-100)
0x005e 1 (byte) resist magic fire (0-100)
0x005f 1 (byte) resist magic cold (0-100)
0x0060 1 (byte) resist slashing (0-100)
0x0061 1 (byte) resist crushing (0-100)
0x0062 1 (byte) resist piercing (0-100)
0x0063 1 (byte) resist missile (0-100)
0x0064 1 (byte) detect illusion skill (minimum value : 0)
0x0065 1 (byte) set traps skill
0x0066 1 (byte) lore skill (0-100)
0x0067 1 (byte) lockpicking skill (minimum value: 0)
0x0068 1 (byte) stealth skill (minimum value: 0)
0x0069 1 (byte) find/disarm traps skill (minimum value: 0)
0x006a 1 (byte) pick-pockets skill (minimum value: 0)
0x006b 1 (byte) fatigue (0-100)
0x006c 1 (byte) intoxication (0-100)
0x006d 1 (byte) luck (0-100)
0x006e 1 (byte) (not used in BG2) Large swords proficiency (It is rumored that proficiencies are packed in 3-bit chunks for the primary and secondary classes -- i.e. primary class proficiency is the low 3 bits, secondary is the middle 3 bits. This may be true.)
0x006f 1 (byte) (not used in BG2) Small swords proficiency (It is rumored that proficiencies are packed in 3-bit chunks for the primary and secondary classes -- i.e. primary class proficiency is the low 3 bits, secondary is the middle 3 bits. This may be true.)
0x0070 1 (byte) (not used in BG2) Bows proficiency (It is rumored that proficiencies are packed in 3-bit chunks for the primary and secondary classes -- i.e. primary class proficiency is the low 3 bits, secondary is the middle 3 bits. This may be true.)
0x0071 1 (byte) (not used in BG2) Spears proficiency (It is rumored that proficiencies are packed in 3-bit chunks for the primary and secondary classes -- i.e. primary class proficiency is the low 3 bits, secondary is the middle 3 bits. This may be true.)
0x0072 1 (byte) (not used in BG2) Blunt weapons proficiency (It is rumored that proficiencies are packed in 3-bit chunks for the primary and secondary classes -- i.e. primary class proficiency is the low 3 bits, secondary is the middle 3 bits. This may be true.)
0x0073 1 (byte) (not used in BG2) Spiked weapons proficiency (It is rumored that proficiencies are packed in 3-bit chunks for the primary and secondary classes -- i.e. primary class proficiency is the low 3 bits, secondary is the middle 3 bits. This may be true.)
0x0074 1 (byte) (not used in BG2) Axe weapons proficiency (It is rumored that proficiencies are packed in 3-bit chunks for the primary and secondary classes -- i.e. primary class proficiency is the low 3 bits, secondary is the middle 3 bits. This may be true.)
0x0075 1 (byte) (not used in BG2) Missile weapons proficiency (It is rumored that proficiencies are packed in 3-bit chunks for the primary and secondary classes -- i.e. primary class proficiency is the low 3 bits, secondary is the middle 3 bits. This may be true.)
0x0076 13 (bytes) unknown I haven't seen other value but zero
0x0083 1 (byte) tracking skill (0-100)
0x0084 32 (bytes) unknown I haven't seen other value but zero
0x00a4 4*100 (Strref*100) Strrefs which relate to the character. Most of them relate to the sound-set. In the file SOUNDOFF.IDS (for BG1) and SNDSLOT.IDS for BG2 - there are several numbers. These indicate indices into this array, and they match various occurrences to Strrefs. For instance, SOUNDOFF.IDS has "SELECT_RARE", at index 35. SELECT_RARE actually takes up 4 entries -- the next numbered entry is at 39. So the 35th through the 39th entries in this are the "select rare" entries, which, it turns out, correspond to the amusing sound-bites you get if you repeatedly click on a character. A character's biography appears to be stored in the 74th entry in this array. What any other entries may be used for is unknown, although I suspect it varies from character to character, judging from the label "MISC" that is applied around entry #58. Presumably the rest of the entries are just for miscellaneous purposes which only apply to certain characters.
0x0234 1 (byte) Highest attained level in primary class (0-100) the value from this offset is written in the next one in case of dual classing. And in this offset there is put value 01.
0x0235 1 (byte) Highest attained level in secondary class (0-100)
0x0236 1 (byte) Highest attained level in tertiary class (0-100)
0 is Dual Classed cre (if 0x0235 is non-zero, >0 is multi-classed)
0x0237 1 (byte) UNKNOWN (it has nothing in common with DUALCLASSING NPC)
0x0238 1 (byte) Strength (1-25)
0x0239 1 (byte) Strength % Bonus (0-100)
0x023a 1 (byte) Intelligence (1-25)
0x023b 1 (byte) Wisdom (1-25)
0x023c 1 (byte) Dexterity (1-25)
0x023d 1 (byte) Constitution (1-25)
0x023e 1 (byte) Charisma (1-25)
0x023f 1 (byte) Morale
0x0240 1 (byte) Morale break
0x0241 1 (byte) Racial enemy (see RACE.IDS)
0x0242 1 (byte) Morale Recovery Time
0x0243 1 (byte) unknown ,always zeros
0x0244 4 (dword) Kit information is a four byte value starting at 0x0244 and here're the values for the kit dword:
NONE 0x00000000
KIT_BARBARIAN 0x00004000
KIT_TRUECLASS 0x40000000
KIT_BERSERKER 0x40010000
KIT_WIZARDSLAYER 0x40020000
KIT_KENSAI 0x40030000
KIT_CAVALIER 0x40040000
KIT_INQUISITOR 0x40050000
KIT_UNDEADHUNTER 0x40060000
KIT_ARCHER 0x40070000
KIT_STALKER 0x40080000
KIT_BEASTMASTER 0x40090000
KIT_ASSASSIN 0x400A0000
KIT_BOUNTYHUNTER 0x400B0000
KIT_SWASHBUCKLER 0x400C0000
KIT_BLADE 0x400D0000
KIT_JESTER 0x400E0000
KIT_SKALD 0x400F0000
KIT_TOTEMIC 0x40100000
KIT_SHAPESHIFTER 0x40110000
KIT_AVENGER 0x40120000
KIT_GODTALOS 0x40130000
KIT_GODHELM 0x40140000
KIT_GODLATHANDER 0x40150000
ABJURER 0x00400000
CONJURER 0x00800000
DIVINER 0x01000000
ENCHANTER 0x02000000
ILLUSIONIST 0x04000000
INVOKER 0x08000000
NECROMANCER 0x10000000
TRANSMUTER 0x20000000
the barbarian value clearly indicates the need for it to be a dword and not just a word...
Attention !: The values of this offset are written in big endian style.
Note for BG1 : only mages specializations can be used there and NONE value.
0x0248 8 (resref) creature script ("override" script?)
0x0250 8 (resref) creature script ("class" script?)
0x0258 8 (resref) creature script ("race" script?)
0x0260 8 (resref) creature script ("general" script?)
0x0268 8 (resref) creature script ("default" script?)
0x0270 1 (byte) "Enemy-Ally" type (see EA.IDS). This field and the next several require some explanation. It seems probable, due to the similar layout of these fields, that this is actually an object identifier. For reference, see the script compiler manual, but in short, it means that it has EA, GENERAL, RACE, CLASS, and SPECIFIC, among other things. This data could be used to explain the other unused fields. The only difficulty with this theory is that the byte which is currently listed as "gender" would normally be 'special case' according to the script compiler manual. On the other hand, the script compiler manual is poorly written and inaccurate in places, probably the result of a quick edit of an internal specification which was hacked into a public document.
0x0271 1 (byte) "General" type (see GENERAL.IDS).
0x0272 1 (byte) "Race" type (see RACE.IDS).
0x0273 1 (byte) "Class" type (see CLASS.IDS).
0x0274 1 (byte) "Specific" type (see SPECIFIC.IDS).
0x0275 1 (byte) "Gender" type (see GENDER.IDS).
0x0276 5 (bytes) unknown; however, see description at "Enemy-Ally" type byte above. If this is, in fact, an object id, then this here would be the 5 bytes which are used for functional specification of an object (see OBJECT.IDS). Functional specification of an object involves things like LastAttackerOf(Myself) or ProtectorOf(LastTalkedToBy(Protagonist)).
0x027b 1 (byte) "Alignment" type (see ALIGNMEN.IDS.)
0x027c 2 (word) unknown. This field and the next appear to hold two 16-bit words, both of which are usually 0xffff.
0x027e 2 (word) unknown
0x0280 32 (char array) This field determines the name of the "death variable" to set when this creature has been killed.
0x02a0 4 (dword) Known spells offset
0x02a4 4 (dword) Known spells count
0x02a8 4 (dword) Spell memorization info offset
0x02ac 4 (dword) Spell memorization info entries count
0x02b0 4 (dword) Memorized spells offset
0x02b4 4 (dword) Memorized spells count
0x02b8 4 (dword) Item slots offset
0x02bc 4 (dword) Items offset
0x02c0 4 (dword) Items count
0x02c4 4 (dword) offset to effects currently affecting creature
0x02c8 4 (dword) count of effects currently affecting creature
0x02cc 8 (resref) associated dialog file. (A CRE can have a default DLG file associated. This can be overridden in the ARE file, and by a script).
CRE V1.0 Known Spells
This section details which spells the creature knows, and it consists of an array of entries formatted as follows.
Offset Size (data type) Description
0x0000 8 (resref) Resource name of the SPL file holding the particular spell
0x0008 2 (word) Level of the spell (less 1)
0x000a 2 (word) Type of the spell (0=Priest, 1=Wizard, 2=Innate, other values? This doesn't appear in any of the IDS files, to my knowledge)
CRE V1.0 Spell Memorization Info
This section details how many spells the creature can memorize, and how many it has memorized. It consists of an array of entries formatted as follows.
Offset Size (data type) Description
0x0000 2 (word) Spell level (less 1)
0x0002 2 (word) Number of spells memorizable
0x0004 2 (word) Number of spells memorizable (with static bonus, like mxsplbon)
0x0006 2 (word) Spell type (as above in Known Spells, 0=Priest, 1=Wizard, 2=Innate, other values are either unknown or invalid).
0x0008 4 (dword) Index into memorized spells array of first memorized spell of this type in this level.
0x000c 4 (dword) Count of memorized spell entries in memorized spells array of memorized spells of this type in this level.
CRE V1.0 Memorized Spells Table
This section details which spells the character has memorized. It consists of an array of entries formatted as follows.
Offset Size (data type) Description
0x0000 8 (resref) Resource name of the SPL file holding the particular memorized spell
0x0008 4 (dword) Unknown; likely, it is set to 1 when the spell is memorized, and set to 0 once the spell has been cast. In this way, it keeps track of which spells are scheduled to be memorized when the CRE next sleeps.
CRE V1.0 Items Table
This section details which items the character has. It consists of an array of entries formatted as follows.
Offset Size (data type) Description
0x0000 8 (resref) Resource name of the ITM file holding the particular item
0x0008 2 (word) unknown
0x000a 2 (word) "usage1" -- typically, the count of the item, or the number of uses remaining in the item if it is not a "stackable" item.
0x000a 2 (word) "usage2" -- the second parameter passed when the script function "CreateItem" is called. This might only be used for wands and other magical items which have multiple uses (i.e. cast fireball n times and aganazzar's scorcher m times)
0x000c 2 (word) "usage3" -- the third parameter passed when the script function "CreateItem" is called. Presumably like 'usage2'.
0x000e 4 (dword) Flags:
* bit 1: identified
* bit 2: can't steal
* bit 4: "stolen"
* bit 8: cannot move
CRE V1.0 Item Slots
This is an array keeping track of which items are located in each particular location in the CRE's inventory. There are 38 slots, and they are NOT the same as the order specified in specified in SLOTS.IDS. The actual order is:
* Helmet
* Armor
* Shield
* Gloves
* L.Ring
* R.Ring
* Amulet
* Belt
* Boots
* Weapon 1
* Weapon 2
* Weapon 3
* Weapon 4
* Quiver 1
* Quiver 2
* Quiver 3
* Magic weapon
* Cloak
* Quick item 1
* Quick item 2
* Quick item 3
* and 16(?) inventory slots. Each entry in here will either be 0xffff, meaning "empty", or it will be an index into the Items table.
* Fist
CRE V1.2
Overall structure
* Header
* Known spells section
* Spell memorization info
* Memorized spells section
* Items section
* "Item slots"
CRE V1.2 Header
Offset Size (data type) Description
0x0000 4 (char array) Signature ('CRE ')
0x0004 4 (char array) Version ('V1.2')
0x0008 4 (Strref) Long Creature name (or possibly identified name? Perhaps the lore skill was intended to function upon monsters as well?
0x000c 4 (Strref) Short Creature name (or unidentified name? See note above.)
0x0010 1 (byte) Unknown - probably it is as in case of BG this offset determine :
This offset determine whether creature is multiclass or dualclass., 00- multi or single classed.
* bit 0 unknown
* bit 1 unknown (no cre's in bg has this bit set)
* bit 2 unknown (may have to do with ability to join party)
* bit 3 original class was fighter
* bit 4 original class was mage
* bit 5 original class was cleric
* bit 6 original class was theif
* bit 7 original class was druid
0x0011 1 (byte) Second flag of creature.
* bit 0 original class was ranger
* bit 1 sets whether a CRE is a fallen paladin or not ?.
* bit 2 sets whether a CRE is a fallen ranger or not ?.
* bit 3 can export/customize character
* bit 4 unknown
* bit 5 unknown
* bit 6 unknown
* bit 7 unknown
0x0012 2 (word) Unknown, usually 00
0x0014 4 (dword) experience value (i.e. value in XP for killing this creature)
0x0018 4 (dword) experience
0x001c 4 (dword) gold
0x0020 4 (dword) (permanent) status flags (as per STATE.IDS). This varies from game to game, but includes such things as invisibility, charmed, silenced, and draw-upon-holy-might.
0x0024 2 (word) Current hit points
0x0026 2 (word) Max hit points
0x0028 2 (word) Animation ID (as from ANIMATE.IDS). Note that while there is some structure to the ordering of these, it is actually worked out via a sort of tangled routine which sorts into major categories based on the high nybble. In Planescape: Torment, the way BAM files (for display on the overland screen) are mapped to CRE files is via this field; the resource names which are mapped to by ANIMATE ids are (I believe) hard-coded in the executable. According to Dmitry Jemerov, the BAM file mapped to a CRE resource may be handled by the file RESDATA.INI.
0x002a 2 (word) unknown
0x002c 1 (byte) metal color index
0x002d 1 (byte) minor color index
0x002e 1 (byte) major color index
0x002f 1 (byte) skin color index
0x0030 1 (byte) leather color index
0x0031 1 (byte) armor color index
0x0032 1 (byte) hair color index
0x0033 1 (byte) unknown
0x0034 8 (resref) resource name for the 'small portrait' associated with this CRE, if any (i.e. small portrait as customizable for each character in the game options)
0x003c 8 (resref) resource name for the 'large portrait' associated with this CRE, if any (i.e. large portrait as customizable for each character in the game options)
0x0044 1 (byte) reputation (minimum value: 0)
0x0045 1 (byte) unknown (Hide In Shadows (Kit/Race/Dex Bonuses are separate from these values)) ?
0x0046 2 (signed word) armor class (natural?)
0x0048 2 (signed word) armor class (effective?)
0x004a 2 (signed word) armor class (crushing attacks modifier)
0x004c 2 (signed word) armor class (missile attacks modifier)
0x004e 2 (signed word) armor class (piercing attacks modifier)
0x0050 2 (signed word) armor class (slashing attacks modifier)
0x0052 1 (byte) THAC0 (1-25)
0x0053 1 (byte) number of attacks (0-10)
0x0054 1 (byte) save versus death (0-20)
0x0055 1 (byte) save versus wands (0-20)
0x0056 1 (byte) save versus poly (0-20)
0x0057 1 (byte) save versus breath (0-20)
0x0058 1 (byte) save versus spell (0-20)
0x0059 1 (byte) resist fire (0-100)
0x005a 1 (byte) resist cold (0-100)
0x005b 1 (byte) resist electricity (0-100)
0x005c 1 (byte) resist acid (0-100)
0x005d 1 (byte) resist magic (0-100)
0x005e 1 (byte) resist magic fire (0-100)
0x005f 1 (byte) resist magic cold (0-100)
0x0060 1 (byte) resist slashing (0-100)
0x0061 1 (byte) resist crushing (0-100)
0x0062 1 (byte) resist piercing (0-100)
0x0063 1 (byte) resist missile (0-100)
0x0064 1 (byte) unknown
0x0065 1 (byte) unknown
0x0066 1 (byte) lore skill (0-100)
0x0067 1 (byte) lockpicking skill (minimum value: 0)
0x0068 1 (byte) stealth skill (minimum value: 0)
0x0069 1 (byte) traps skill (minimum value: 0)
0x006a 1 (byte) pick-pockets skill (minimum value: 0)
0x006b 1 (byte) fatigue (0-100)
0x006c 1 (byte) intoxication (0-100)
0x006d 1 (byte) luck (0-100)
0x006e 1 (byte) Fist proficiency (It is rumored that proficiencies are packed in 3-bit chunks for the primary and secondary classes -- i.e. primary class proficiency is the low 3 bits, secondary is the middle 3 bits. This may be true.)
0x006f 1 (byte) Edged weapons proficiency (It is rumored that proficiencies are packed in 3-bit chunks for the primary and secondary classes -- i.e. primary class proficiency is the low 3 bits, secondary is the middle 3 bits. This may be true.)
0x0070 1 (byte) Hammer proficiency (It is rumored that proficiencies are packed in 3-bit chunks for the primary and secondary classes -- i.e. primary class proficiency is the low 3 bits, secondary is the middle 3 bits. This may be true.)
0x0071 1 (byte) Axe proficiency (It is rumored that proficiencies are packed in 3-bit chunks for the primary and secondary classes -- i.e. primary class proficiency is the low 3 bits, secondary is the middle 3 bits. This may be true.)
0x0072 1 (byte) Club weapons proficiency (It is rumored that proficiencies are packed in 3-bit chunks for the primary and secondary classes -- i.e. primary class proficiency is the low 3 bits, secondary is the middle 3 bits. This may be true.)
0x0073 1 (byte) Bow weapons proficiency (It is rumored that proficiencies are packed in 3-bit chunks for the primary and secondary classes -- i.e. primary class proficiency is the low 3 bits, secondary is the middle 3 bits. This may be true.)
0x0074 1 (byte) Probably unused (BG has 8 proficiency types, PT has only 6)
0x0075 1 (byte) Probably unused (BG has 8 proficiency types, PT has only 6)
0x0076 13 (bytes) unknown
0x0083 1 (byte) tracking skill (0-100)
0x0084 32 (bytes) unknown
0x00a4 4*100 (Strref*100) Strrefs which relate to the character. Most of them relate to the sound-set. In the file SOUNDOFF.IDS, there are several numbers. These indicate indices into this array, and they match various occurrences to Strrefs. For instance, SOUNDOFF.IDS has "SELECT_RARE", at index 35. SELECT_RARE actually takes up 4 entries -- the next numbered entry is at 39. So the 35th through the 39th entries in this are the "select rare" entries, which, it turns out, correspond to the amusing sound-bites you get if you repeatedly click on a character. A character's biography appears to be stored in the 74th entry in this array. What any other entries may be used for is unknown, although I suspect it varies from character to character, judging from the label "MISC" that is applied around entry #58. Presumably the rest of the entries are just for miscellaneous purposes which only apply to certain characters.
0x0234 1 (byte) Highest attained level in primary class (0-100)
0x0235 1 (byte) Highest attained level in secondary class (0-100)
0x0236 1 (byte) Highest attained level in tertiary class (0-100) 0 is Dual Classed cre(if 0x0235 is non-zero, >0 is multi-classed)
0x0237 1 (byte) UNKNOWN (nothing in common with DUALCLASS however)
0x0238 1 (byte) Strength (1-25)
0x0239 1 (byte) Strength % Bonus (0-100)
0x023a 1 (byte) Intelligence (1-25)
0x023b 1 (byte) Wisdom (1-25)
0x023c 1 (byte) Dexterity (1-25)
0x023d 1 (byte) Constitution (1-25)
0x023e 1 (byte) Charisma (1-25)
0x023f 1 (byte) Morale
0x0240 1 (byte) Morale break
0x0241 1 (byte) Racial enemy (see RACE.IDS)
0x0242 1 (byte) Morale Recovery Time
0x0243 1 (byte) unknown
0x0244 4 (dword) Mage type.
ABJURER 0x00400000
CONJURER 0x00800000
DIVINER 0x01000000
ENCHANTER 0x02000000
ILLUSIONIST 0x04000000
INVOKER 0x08000000
NECROMANCER 0x10000000
TRANSMUTER 0x20000000
Attention !: The values of this offset are written in big endian style.
0x0248 8 (resref) creature script ("override" script?)
0x0250 8 (resref) creature script ("class" script?)
0x0258 8 (resref) creature script ("race" script?)
0x0260 8 (resref) creature script ("general" script?)
0x0268 8 (resref) creature script ("default" script?)
0x0270 44 (bytes) Unknown
0x029c 4 (dword) XP as mage
0x02a0 4 (dword) XP as thief
0x02a4 2x10 (word*2) Internal variables
0x02b8 4 (dword) Unknown
0x02bc 32 (char array) Monstrous Compendium Entry
0x02dc 1 (byte) Dialog activation radius
0x02dd 1 (byte) Feet circle size
0x02de 1 (byte) Unknown
0x02df 1 (byte) Color #
0x02e0 4 (dword) Appearance Flags (invulnerability, transparency)
0x02e4 2x7 (word*7) Colors
0x02f2 3 (bytes) Unknown
0x02f5 7 (bytes) Color slots
0x02fc 21 (bytes) Unknown
0x0311 1 (byte) "Species" (see RACE.IDS)
0x0312 1 (byte) "Team" type (see TEAM.IDS). This field and the next several require some explanation. It seems probable, due to the similar layout of these fields, that this is actually an object identifier. For reference, see the script compiler manual, but in short, it means that it has EA, GENERAL, RACE, CLASS, and SPECIFIC, among other things. This data could be used to explain the other unused fields. The only difficulty with this theory is that the byte which is currently listed as "gender" would normally be 'special case' according to the script compiler manual. On the other hand, the script compiler manual is poorly written and inaccurate in places, probably the result of a quick edit of an internal specification which was hacked into a public document.
0x0313 1 (byte) "Faction" type (see FACTION.IDS).
0x0314 1 (byte) "Enemy-Ally" type (see EA.IDS).
0x0315 1 (byte) "General" type (see GENERAL.IDS).
0x0316 1 (byte) "Race" type (see RACE.IDS).
0x0317 1 (byte) "Class" type (see CLASS.IDS).
0x0318 1 (byte) "Specific" type (see SPECIFIC.IDS).
0x0319 1 (byte) "Gender" type (see GENDER.IDS).
0x031a 5 (bytes) unknown; however, see description at "Team" type byte above. If this is, in fact, an object id, then this here would be the 5 bytes which are used for functional specification of an object (see OBJECT.IDS). Functional specification of an object involves things like LastAttackerOf(Myself) or ProtectorOf(LastTalkedToBy(Protagonist)).
0x031f 1 (byte) "Alignment" type (see ALIGNMEN.IDS.
0x0320 2 (word) unknown. This field and the next appear to hold two 16-bit words, both of which are usually 0xffff.
0x0322 2 (word) unknown
0x0324 32 (char array) This field determines the name of the "death variable" to set when this creature has been killed.
0x0344 4 (dword) Known spells offset
0x0348 4 (dword) Known spells count
0x034c 4 (dword) Spell memorization info offset
0x0350 4 (dword) Spell memorization info entries count
0x0354 4 (dword) Memorized spells offset
0x0358 4 (dword) Memorized spells count
0x035c 4 (dword) Item slots offset
0x0360 4 (dword) Items offset
0x0364 4 (dword) Items count
0x0368 4 (dword) effects offset (i.e. effects currently affecting character)
0x036c 4 (dword) effects count (i.e. effects currently affecting character)
0x0370 8 (resref) associated dialog file. (A CRE can have a default DLG file associated. This can be overridden in the ARE file, and by a script).
CRE V1.2 Known Spells
This section details which spells the creature knows, and it consists of an array of entries formatted as follows.
Offset Size (data type) Description
0x0000 8 (resref) Resource name of the SPL file holding the particular spell
0x0008 2 (word) Level of the spell (less 1)
0x000a 2 (word) Type of the spell (0=Priest, 1=Wizard, 2=Innate, other values? This doesn't appear in any of the IDS files, to my knowledge)
CRE V1.2 Spell Memorization Info
This section details how many spells the creature can memorize, and how many it has memorized. It consists of an array of entries formatted as follows.
Offset Size (data type) Description
0x0000 2 (word) Spell level (less 1)
0x0002 2 (word) Number of spells memorizable
0x0004 2 (word) Number of spells memorizable (how does this differ from the field at 2?)
0x0006 2 (word) Spell type (as above in Known Spells, 0=Priest, 1=Wizard, 2=Innate, other values are either unknown or invalid).
0x0008 4 (dword) Index into memorized spells array of first memorized spell of this type in this level.
0x000c 4 (dword) Count of memorized spell entries in memorized spells array of memorized spells of this type in this level.
CRE V1.2 Memorized Spells Table
This section details which spells the character has memorized. It consists of an array of entries formatted as follows.
Offset Size (data type) Description
0x0000 8 (resref) Resource name of the SPL file holding the particular memorized spell
0x0008 4 (dword) Unknown; likely, it is set to 1 when the spell is memorized, and set to 0 once the spell has been cast. In this way, it keeps track of which spells are scheduled to be memorized when the CRE next sleeps.
CRE V1.2 Items Table
This section details which items the character has. It consists of an array of entries formatted as follows.
Offset Size (data type) Description
0x0000 8 (resref) Resource name of the ITM file holding the particular item
0x0008 2 (word) unknown
0x000a 2 (word) "usage1" -- typically, the count of the item, or the number of uses remaining in the item if it is not a "stackable" item.
0x000a 2 (word) "usage2" -- the second parameter passed when the script function "CreateItem" is called. This might only be used for wands and other magical items which have multiple uses (i.e. cast fireball n times and aganazzar's scorcher m times)
0x000c 2 (word) "usage3" -- the third parameter passed when the script function "CreateItem" is called. Presumably like 'usage2'.
0x0010 4 (dword) Flags:
* bit 0: identified
* bit 2: "stolen"
CRE V1.2 Item Slots
This is an array keeping track of which items are located in each particular location in the CRE's inventory. There are 38 slots, and they are NOT the same as the order specified in specified in SLOTS.IDS. I will update with the actual order ASAP. Each entry in here will either be 0xffff, meaning "empty", or it will be an index into the Items table.
CRE V9.0
Overall structure
* Header
* Known spells section
* Spell memorization info
* Memorized spells section
* Items section
* "Item slots"
CRE V9.0 Header
Offset Size (data type) Description
0x0000 4 (char array) Signature ('CRE ')
0x0004 4 (char array) Version ('V9.0')
0x0008 4 (Strref) Long Creature name
0x000c 4 (Strref) Short Creature name (used for tooltips)
0x0010 1 (byte) This offset determine whether creature is multiclass or dualclass., 00- multi or single classed.
* bit 0 unknown
* bit 1 unknown (no cre's in bg has this bit set)
* bit 2 unknown (may have to do with ability to join party)
* bit 3 original class was fighter
* bit 4 original class was mage
* bit 5 original class was cleric
* bit 6 original class was theif
* bit 7 original class was druid
0x0011 1 (byte) Second flag of creature.
* bit 0 original class was ranger
* bit 1 sets whether a CRE is a fallen paladin or not.
* bit 2 sets whether a CRE is a fallen ranger or not.
* bit 3 can export/customize character
* bit 4 unknown
* bit 5 unknown
* bit 6 unknown
* bit 7 unknown
0x0012 2 (word) Unknown
0x0014 4 (dword) experience value (i.e. value in XP for killing this creature)
0x0018 4 (dword) experience
0x001c 4 (dword) gold
0x0020 4 (dword) (permanent) status flags (as per STATE.IDS). This varies from game to game, but includes such things as invisibility, charmed, silenced, and draw-upon-holy-might.
0x0024 2 (word) Current hit points
0x0026 2 (word) Max hit points
0x0028 2 (word) Animation ID (as from ANIMATE.IDS). Note that while there is some structure to the ordering of these, it is actually worked out via a sort of tangled routine which sorts into major categories based on the high nybble. In Baldur's Gate, the way BAM files (for display on the overland screen) are mapped to CRE files is via this field; the resource names which are mapped to by ANIMATE ids are hard-coded in the executable. Yuck.
0x002a 2 (word) unknown
0x002c 1 (byte) metal color index
0x002d 1 (byte) minor color index
0x002e 1 (byte) major color index
0x002f 1 (byte) skin color index
0x0030 1 (byte) leather color index
0x0031 1 (byte) armor color index
0x0032 1 (byte) hair color index
0x0033 1 (byte) flag: if 0, the effect structures attached to this CRE file are old style effects; if 1, the effect structures are as in the EFF V2.0 format.
0x0034 8 (resref) resource name for the 'small portrait' associated with this CRE, if any (i.e. small portrait as customizable for each character in the game options)
0x003c 8 (resref) resource name for the 'large portrait' associated with this CRE, if any (i.e. large portrait as customizable for each character in the game options)
0x0044 1 (byte) reputation (minimum value: 0)
0x0045 1 (byte) Hide In Shadows (Kit/Race/Dex Bonuses are separate from these values)
0x0046 2 (signed word) armor class (natural?)
0x0048 2 (signed word) armor class (effective?)
0x004a 2 (signed word) armor class (crushing attacks modifier)
0x004c 2 (signed word) armor class (missile attacks modifier)
0x004e 2 (signed word) armor class (piercing attacks modifier)
0x0050 2 (signed word) armor class (slashing attacks modifier)
0x0052 1 (byte) THAC0 (1-25)
0x0053 1 (byte) number of attacks (0-10)
0x0054 1 (byte) save versus death (0-20)
0x0055 1 (byte) save versus wands (0-20)
0x0056 1 (byte) save versus poly (0-20)
0x0057 1 (byte) save versus breath (0-20)
0x0058 1 (byte) save versus spell (0-20)
0x0059 1 (byte) resist fire (0-100)
0x005a 1 (byte) resist cold (0-100)
0x005b 1 (byte) resist electricity (0-100)
0x005c 1 (byte) resist acid (0-100)
0x005d 1 (byte) resist magic (0-100)
0x005e 1 (byte) resist magic fire (0-100)
0x005f 1 (byte) resist magic cold (0-100)
0x0060 1 (byte) resist slashing (0-100)
0x0061 1 (byte) resist crushing (0-100)
0x0062 1 (byte) resist piercing (0-100)
0x0063 1 (byte) resist missile (0-100)
0x0064 1 (byte) unknown
0x0065 1 (byte) unknown
0x0066 1 (byte) lore skill (0-100)
0x0067 1 (byte) lockpicking skill (minimum value: 0)
0x0068 1 (byte) stealth skill (minimum value: 0)
0x0069 1 (byte) traps skill (minimum value: 0)
0x006a 1 (byte) pick-pockets skill (minimum value: 0)
0x006b 1 (byte) fatigue (0-100)
0x006c 1 (byte) intoxication (0-100)
0x006d 1 (byte) luck (0-100)
0x006e 1 (byte) Large swords proficiency (It is rumored that proficiencies are packed in 3-bit chunks for the primary and secondary classes -- i.e. primary class proficiency is the low 3 bits, secondary is the middle 3 bits. This may be true.)
0x006f 1 (byte) Small swords proficiency (It is rumored that proficiencies are packed in 3-bit chunks for the primary and secondary classes -- i.e. primary class proficiency is the low 3 bits, secondary is the middle 3 bits. This may be true.)
0x0070 1 (byte) Bows proficiency (It is rumored that proficiencies are packed in 3-bit chunks for the primary and secondary classes -- i.e. primary class proficiency is the low 3 bits, secondary is the middle 3 bits. This may be true.)
0x0071 1 (byte) Spears proficiency (It is rumored that proficiencies are packed in 3-bit chunks for the primary and secondary classes -- i.e. primary class proficiency is the low 3 bits, secondary is the middle 3 bits. This may be true.)
0x0072 1 (byte) Axes proficiency (It is rumored that proficiencies are packed in 3-bit chunks for the primary and secondary classes -- i.e. primary class proficiency is the low 3 bits, secondary is the middle 3 bits. This may be true.)
0x0073 1 (byte) Missile weapons proficiency (It is rumored that proficiencies are packed in 3-bit chunks for the primary and secondary classes -- i.e. primary class proficiency is the low 3 bits, secondary is the middle 3 bits. This may be true.)
0x0074 1 (byte) Great swords proficiency (It is rumored that proficiencies are packed in 3-bit chunks for the primary and secondary classes -- i.e. primary class proficiency is the low 3 bits, secondary is the middle 3 bits. This may be true.)
0x0075 1 (byte) Daggers proficiency (It is rumored that proficiencies are packed in 3-bit chunks for the primary and secondary classes -- i.e. primary class proficiency is the low 3 bits, secondary is the middle 3 bits. This may be true.)
0x0076 1 (byte) Halberds proficiency (It is rumored that proficiencies are packed in 3-bit chunks for the primary and secondary classes -- i.e. primary class proficiency is the low 3 bits, secondary is the middle 3 bits. This may be true.)
0x0077 1 (byte) Maces proficiency (It is rumored that proficiencies are packed in 3-bit chunks for the primary and secondary classes -- i.e. primary class proficiency is the low 3 bits, secondary is the middle 3 bits. This may be true.)
0x0078 1 (byte) Flails proficiency (It is rumored that proficiencies are packed in 3-bit chunks for the primary and secondary classes -- i.e. primary class proficiency is the low 3 bits, secondary is the middle 3 bits. This may be true.)
0x0079 1 (byte) Hammers proficiency (It is rumored that proficiencies are packed in 3-bit chunks for the primary and secondary classes -- i.e. primary class proficiency is the low 3 bits, secondary is the middle 3 bits. This may be true.)
0x007a 1 (byte) Clubs proficiency (It is rumored that proficiencies are packed in 3-bit chunks for the primary and secondary classes -- i.e. primary class proficiency is the low 3 bits, secondary is the middle 3 bits. This may be true.)
0x007b 1 (byte) Quarterstaves proficiency (It is rumored that proficiencies are packed in 3-bit chunks for the primary and secondary classes -- i.e. primary class proficiency is the low 3 bits, secondary is the middle 3 bits. This may be true.)
0x007c 1 (byte) Crossbow proficiency (It is rumored that proficiencies are packed in 3-bit chunks for the primary and secondary classes -- i.e. primary class proficiency is the low 3 bits, secondary is the middle 3 bits. This may be true.)
0x007d 6 (bytes) Unknown ,always zeros
0x0083 1 (byte) tracking skill (0-100)
0x0084 32 (bytes) unknown ,always zeros
0x00a4 4*100 (Strref*100) Strrefs which relate to the character. Most of them relate to the sound-set. In the file SOUNDOFF.IDS, there are several numbers. These indicate indices into this array, and they match various occurrences to Strrefs. For instance, SOUNDOFF.IDS has "SELECT_RARE", at index 35. SELECT_RARE actually takes up 4 entries -- the next numbered entry is at 39. So the 35th through the 39th entries in this are the "select rare" entries, which, it turns out, correspond to the amusing sound-bites you get if you repeatedly click on a character. A character's biography appears to be stored in the 74th entry in this array. What any other entries may be used for is unknown, although I suspect it varies from character to character, judging from the label "MISC" that is applied around entry #58. Presumably the rest of the entries are just for miscellaneous purposes which only apply to certain characters.
0x0234 1 (byte) Highest attained level in primary class (0-100)
0x0235 1 (byte) Highest attained level in secondary class (0-100)
0x0236 1 (byte) Highest attained level in tertiary class (0-100)
0 is Dual Classed cre(if 0x0235 is non-zero, >0 is multi-classed)
0x0237 1 (byte) Unknown , nothing in common with Dualclass however.
0x0238 1 (byte) Strength (1-25)
0x0239 1 (byte) Strength % Bonus (0-100)
0x023a 1 (byte) Intelligence (1-25)
0x023b 1 (byte) Wisdom (1-25)
0x023c 1 (byte) Dexterity (1-25)
0x023d 1 (byte) Constitution (1-25)
0x023e 1 (byte) Charisma (1-25)
0x023f 1 (byte) Morale
0x0240 1 (byte) Morale break
0x0241 1 (byte) Racial enemy (see RACE.IDS)
0x0242 1 (byte) Morale Recovery Time
0x0243 1 (byte) unknown
0x0244 4 (dword) Mage type, possible also kits , like in case of CREv1.0 (but values and management of this is unknown)
ABJURER 0x00400000
CONJURER 0x00800000
DIVINER 0x01000000
ENCHANTER 0x02000000
ILLUSIONIST 0x04000000
INVOKER 0x08000000
NECROMANCER 0x10000000
TRANSMUTER 0x20000000
Attention !: The values of this offset are written in big endian style.
0x0248 8 (resref) creature script ("override" script?)
0x0250 8 (resref) creature script ("class" script?)
0x0258 8 (resref) creature script ("race" script?)
0x0260 8 (resref) creature script ("general" script?)
0x0268 8 (resref) creature script ("default" script?)
0x0270 2 (word) unknown
0x0272 2 (word) unknown
0x0274 2x5 (word) Internal variables
0x027e 32 (char array) secondary death variable
0x029e 32 (char array) tertiary death variable
0x02be 2 (word) unknown
0x02c0 2 (word) Saved X coordinate of character
0x02c2 2 (word) Saved Y coordinate of character
0x02c4 2 (word) Saved orientation
0x02c6 18 (bytes) unknown
0x02d8 1 (byte) "Enemy-Ally" type (see EA.IDS). This field and the next several require some explanation. It seems probable, due to the similar layout of these fields, that this is actually an object identifier. For reference, see the script compiler manual, but in short, it means that it has EA, GENERAL, RACE, CLASS, and SPECIFIC, among other things. This data could be used to explain the other unused fields. The only difficulty with this theory is that the byte which is currently listed as "gender" would normally be 'special case' according to the script compiler manual. On the other hand, the script compiler manual is poorly written and inaccurate in places, probably the result of a quick edit of an internal specification which was hacked into a public document.
0x02d9 1 (byte) "General" type (see GENERAL.IDS).
0x02da 1 (byte) "Race" type (see RACE.IDS).
0x02db 1 (byte) "Class" type (see CLASS.IDS).
0x02dc 1 (byte) "Specific" type (see SPECIFIC.IDS).
0x02dd 1 (byte) "Gender" type (see GENDER.IDS).
0x02de 5 (bytes) unknown; however, see description at "Enemy-Ally" type byte above. If this is, in fact, an object id, then this here would be the 5 bytes which are used for functional specification of an object (see OBJECT.IDS). Functional specification of an object involves things like LastAttackerOf(Myself) or ProtectorOf(LastTalkedToBy(Protagonist)).
0x02e3 1 (byte) "Alignment" type (see ALIGNMEN.IDS.)
0x02e4 2 (word) internal object identifier (global)
0x02e6 2 (word) internal object identifier (local)
0x02e8 32 (char array) This field determines the name of the "death variable" to set when this creature has been killed.
0x0308 4 (dword) Known spells offset
0x030c 4 (dword) Known spells count
0x0310 4 (dword) Spell memorization info offset
0x0314 4 (dword) Spell memorization info entries count
0x0318 4 (dword) Memorized spells offset
0x031c 4 (dword) Memorized spells count
0x0320 4 (dword) Item slots offset
0x0324 4 (dword) Items offset
0x0328 4 (dword) Items count
0x032c 4 (dword) offset to effects currently affecting creature
0x0330 4 (dword) count of effects currently affecting creature
0x0334 8 (resref) associated dialog file. (A CRE can have a default DLG file associated. This can be overridden in the ARE file, and I think can also be overridden by a script).
CRE V9.0 Known Spells
This section details which spells the creature knows, and it consists of an array of entries formatted as follows.
Offset Size (data type) Description
0x0000 8 (resref) Resource name of the SPL file holding the particular spell
0x0008 2 (word) Level of the spell (less 1)
0x000a 2 (word) Type of the spell (0=Priest, 1=Wizard, 2=Innate, other values? This doesn't appear in any of the IDS files, to my knowledge)
CRE V9.0 Spell Memorization Info
This section details how many spells the creature can memorize, and how many it has memorized. It consists of an array of entries formatted as follows.
Offset Size (data type) Description
0x0000 2 (word) Spell level (less 1)
0x0002 2 (word) Number of spells memorizable
0x0004 2 (word) Number of spells memorizable (how does this differ from the field at 2?)
0x0006 2 (word) Spell type (as above in Known Spells, 0=Priest, 1=Wizard, 2=Innate, other values are either unknown or invalid).
0x0008 4 (dword) Index into memorized spells array of first memorized spell of this type in this level.
0x000c 4 (dword) Count of memorized spell entries in memorized spells array of memorized spells of this type in this level.
CRE V9.0 Memorized Spells Table
This section details which spells the character has memorized. It consists of an array of entries formatted as follows.
Offset Size (data type) Description
0x0000 8 (resref) Resource name of the SPL file holding the particular memorized spell
0x0008 4 (dword) Unknown; likely, it is set to 1 when the spell is memorized, and set to 0 once the spell has been cast. In this way, it keeps track of which spells are scheduled to be memorized when the CRE next sleeps.
CRE V9.0 Items Table
This section details which items the character has. It consists of an array of entries formatted as follows.
Offset Size (data type) Description
0x0000 8 (resref) Resource name of the ITM file holding the particular item
0x0008 2 (word) unknown
0x000a 2 (word) "usage1" -- typically, the count of the item, or the number of uses remaining in the item if it is not a "stackable" item.
0x000c 2 (word) "usage2" -- the second parameter passed when the script function "CreateItem" is called. This might only be used for wands and other magical items which have multiple uses (i.e. cast fireball n times and aganazzar's scorcher m times)
0x000e 2 (word) "usage3" -- the third parameter passed when the script function "CreateItem" is called. Presumably like 'usage2'.
0x0010 4 (dword) Flags:
* bit 1: identified
* bit 2: can't steal
* bit 4: "stolen"
* bit 8: cannot move
CRE V9.0 Item Slots
This is an array keeping track of which items are located in each particular location in the CRE's inventory. There are 38 slots, and they are NOT the same as the order specified in specified in SLOTS.IDS. I will update with the actual order ASAP. Each entry in here will either be 0xffff, meaning "empty", or it will be an index into the Items table.
CRE V2.2
Overall structure
* Header
* Known spells section
* Spell memorization info
* Memorized spells section
* Items section
* "Item slots"
CRE V2.2 Header
Offset Size (data type) Description
0x0000 4 (char array) Signature ('CRE ')
0x0004 4 (char array) Version ('V2.2')
0x0008 4 (Strref) Long Creature name
0x000c 4 (Strref) Short Creature name (used for tooltips)
0x0010 1 (byte) This offset determine whether creature is multiclass or dualclass., 00- multi or single classed.
* bit 0 unknown
* bit 1 unknown (no cre's in bg has this bit set)
* bit 2 unknown (may have to do with ability to join party)
* bit 3 original class was fighter
* bit 4 original class was mage
* bit 5 original class was cleric
* bit 6 original class was theif
* bit 7 original class was druid
0x0011 1 (byte) Second flag of creature.
* bit 0 original class was ranger
* bit 1 sets whether a CRE is a fallen paladin or not.
* bit 2 sets whether a CRE is a fallen ranger or not.
* bit 3 can export/customize character
* bit 4 unknown
* bit 5 unknown
* bit 6 unknown
* bit 7 unknown
0x0012 2 (word) Unknown
0x0014 4 (dword) experience value (i.e. value in XP for killing this creature)
0x0018 4 (dword) experience
0x001c 4 (dword) gold
0x0020 4 (dword) (permanent) status flags (as per STATE.IDS). This varies from game to game, but includes such things as invisibility, charmed, silenced, and draw-upon-holy-might.
0x0024 2 (word) Current hit points
0x0026 2 (word) Max hit points
0x0028 2 (word) Animation ID (as from ANIMATE.IDS). Note that while there is some structure to the ordering of these, it is actually worked out via a sort of tangled routine which sorts into major categories based on the high nybble. In Baldur's Gate, the way BAM files (for display on the overland screen) are mapped to CRE files is via this field; the resource names which are mapped to by ANIMATE ids are hard-coded in the executable. Yuck.
0x002a 2 (word) unknown
0x002c 1 (byte) metal color index
0x002d 1 (byte) minor color index
0x002e 1 (byte) major color index
0x002f 1 (byte) skin color index
0x0030 1 (byte) leather color index
0x0031 1 (byte) armor color index
0x0032 1 (byte) hair color index
0x0033 1 (byte) flag: if 0, the effect structures attached to this CRE file are old style effects; if 1, the effect structures are as in the EFF V2.0 format.
0x0034 8 (resref) resource name for the 'small portrait' associated with this CRE, if any (i.e. small portrait as customizable for each character in the game options)
0x003c 8 (resref) resource name for the 'large portrait' associated with this CRE, if any (i.e. large portrait as customizable for each character in the game options)
0x0044 1 (byte) reputation (minimum value: 0)
0x0045 1 (byte) Hide In Shadows (Kit/Race/Dex Bonuses are separate from these values)
0x0046 2 (signed word) armor class (natural?)
0x0048 2 (signed word) armor class (crushing attacks modifier)
0x004a 2 (signed word) armor class (missile attacks modifier)
0x004c 2 (signed word) armor class (piercing attacks modifier)
0x004e 2 (signed word) armor class (slashing attacks modifier)
0x0050 1 (byte) THAC0 (1-25)
0x0051 1 (byte) number of attacks (0-10)
0x0052 1 (byte) fortitude save (0-20)
0x0053 1 (byte) reflex save (0-20)
0x0054 1 (byte) will save (0-20)
0x0055 1 (byte) resist fire (0-100)
0x0056 1 (byte) resist cold (0-100)
0x0057 1 (byte) resist electricity (0-100)
0x0058 1 (byte) resist acid (0-100)
0x0059 1 (byte) resist magic (0-100)
0x005a 1 (byte) resist magic fire (0-100)
0x005b 1 (byte) resist magic cold (0-100)
0x005c 1 (byte) resist slashing (0-100)
0x005d 1 (byte) resist crushing (0-100)
0x005e 1 (byte) resist piercing (0-100)
0x005f 1 (byte) resist missile (0-100)
0x0060 1 (byte) resist magic damage (0-100)
0x0061 1 (byte) unknown
0x0062 1 (byte) unknown
0x0063 1 (byte) unknown
0x0064 1 (byte) unknown
0x0065 1 (byte) fatigue (0-100)
0x0066 1 (byte) intoxication (0-100)
0x0067 1 (byte) luck (0-100)
0x0068 34 (bytes) unknown
0x0084 32 (bytes) unknown ,always zeros
0x008a 1 (byte) total levels
0x008b 1 (byte) barbarian level
0x008c 1 (byte) bard level
0x008d 1 (byte) cleric level
0x008e 1 (byte) druid level
0x008f 1 (byte) fighter level
0x0090 1 (byte) monk level
0x0091 1 (byte) paladin level
0x0092 1 (byte) ranger level
0x0093 1 (byte) rogue level
0x0094 1 (byte) sorcerer level
0x0095 1 (byte) wizard level
0x0096 22 (bytes) unknown
0x00ac 4*64 (Strref*64) Strrefs which relate to the character. Most of them relate to the sound-set. In the file SOUNDOFF.IDS, there are several numbers. These indicate indices into this array, and they match various occurrences to Strrefs. For instance, SOUNDOFF.IDS has "SELECT_RARE", at index 35. SELECT_RARE actually takes up 4 entries -- the next numbered entry is at 39. So the 35th through the 39th entries in this are the "select rare" entries, which, it turns out, correspond to the amusing sound-bites you get if you repeatedly click on a character. A character's biography appears to be stored in the 74th entry in this array. What any other entries may be used for is unknown, although I suspect it varies from character to character, judging from the label "MISC" that is applied around entry #58. Presumably the rest of the entries are just for miscellaneous purposes which only apply to certain characters.
0x01ac 8 (resref) Team script
0x01b4 8 (resref) Special script
0x01bc 4 (dword) unknown
0x01c0 12 (bytes) feats bitfield
0x01cc 12 (bytes) unknown (could be more feat bits)
0x01d8 1 (byte) Bow skill
0x01d9 1 (byte) XBow skill
0x01da 1 (byte) Missile skill
0x01db 1 (byte) Axe skill
0x01dc 1 (byte) Mace skill
0x01dd 1 (byte) Flail skill
0x01de 1 (byte) Polearm skill
0x01df 1 (byte) Hammer skill
0x01e0 1 (byte) Staff skill
0x01e1 1 (byte) Great sword
0x01e2 1 (byte) Large sword
0x01e3 1 (byte) Small blade
0x01e4 1 (byte) Toughness
0x01e5 1 (byte) Armored Arcana
0x01e6 1 (byte) Cleave
0x01e7 1 (byte) Armor proficiency
0x01e8 1 (byte) Enchantment
0x01e9 1 (byte) Evocation
0x01ea 1 (byte) Necromancy
0x01eb 1 (byte) Transmutation
0x01ec 1 (byte) Spell penetration
0x01ed 1 (byte) Extra rage
0x01ee 1 (byte) Extra wild shape
0x01ef 1 (byte) Extra smiting
0x01f0 1 (byte) Extra turning
0x01f1 1 (byte) Bastard sword
0x01f2 38 (bytes) Unknown (more proficiencies)
0x0218 1 (byte) Alchemy
0x0219 1 (byte) Animal Empathy
0x021a 1 (byte) Bluff
0x021b 1 (byte) Concentration
0x021c 1 (byte) Diplomacy
0x021d 1 (byte) Disable device
0x021e 1 (byte) Hide
0x021f 1 (byte) Intimidate
0x0220 1 (byte) Lore (knowledge arcana)
0x0221 1 (byte) Move silently
0x0222 1 (byte) Open lock
0x0223 1 (byte) Pick pocket
0x0224 1 (byte) Search
0x0225 1 (byte) Spellcraft
0x0226 1 (byte) Use magic device
0x0227 1 (byte) Wilderness lore
0x0228 51 (bytes) Unknown (more skills)
0x025b 8 (bytes) Favoured enemies
0x0263 1 (byte) Subrace
0x0264 2 (word) Unknown
0x0266 1 (byte) Strength (1-25)
0x0267 1 (byte) Intelligence (1-25)
0x0268 1 (byte) Wisdom (1-25)
0x0269 1 (byte) Dexterity (1-25)
0x026a 1 (byte) Constitution (1-25)
0x026b 1 (byte) Charisma (1-25)
0x026c 1 (byte) Morale?
0x026d 1 (byte) Morale break?
0x026e 1 (byte) unknown?
0x026f 1 (byte) Morale Recovery Time?
0x0270 4 (dword) kit
0x0274 8 (resref) creature script ("override" script?)
0x027c 8 (resref) creature script ("special 2" script?)
0x0284 8 (resref) creature script ("combat" script?)
0x028c 8 (resref) creature script ("special 3" script?)
0x0294 8 (resref) creature script ("movement" script?)
0x029c 4 (dword) unknown
0x02a0 5x2 (word) Internals, see SetInternal
0x02aa 66 (bytes) unknown
0x02ec 2 (word) Saved location X, see SaveLocation
0x02ef 2 (word) Saved location Y
0x02f0 2 (word) Saved location Orientation
0x02f2 146 (bytes) unknown
0x0384 1 (byte) "Enemy-Ally" type (see EA.IDS). This field and the next several require some explanation. It seems probable, due to the similar layout of these fields, that this is actually an object identifier. For reference, see the script compiler manual, but in short, it means that it has EA, GENERAL, RACE, CLASS, and SPECIFIC, among other things. This data could be used to explain the other unused fields. The only difficulty with this theory is that the byte which is currently listed as "gender" would normally be 'special case' according to the script compiler manual. On the other hand, the script compiler manual is poorly written and inaccurate in places, probably the result of a quick edit of an internal specification which was hacked into a public document.
0x0385 1 (byte) "General" type (see GENERAL.IDS).
0x0386 1 (byte) "Race" type (see RACE.IDS).
0x0387 1 (byte) "Class" type (see CLASS.IDS).
0x0388 1 (byte) "Specific" type (see SPECIFIC.IDS).
0x0389 1 (byte) "Gender" type (see GENDER.IDS).
0x038a 5 (bytes) unknown; however, see description at "Enemy-Ally" type byte above. If this is, in fact, an object id, then this here would be the 5 bytes which are used for functional specification of an object (see OBJECT.IDS). Functional specification of an object involves things like LastAttackerOf(Myself) or ProtectorOf(LastTalkedToBy(Protagonist)).
0x038f 1 (byte) "Alignment" type (see ALIGNMEN.IDS.)
0x0390 2 (word) unknown. This field and the next appear to hold two 16-bit words, both of which are usually 0xffff.
0x0392 2 (word) unknown
0x0394 32 (char array) This field determines the name of the "death variable" to set when this creature has been killed.
0x03b4 2 (word) unknown
0x03b6 2 (word) unknown
0x03b8 2 (word) unknown
0x03ba 9*4 (dword) spell book offsets for bard one for every level
0x03de 9*4 (dword) spell book offsets for cleric one for every level
0x0402 9*4 (dword) spell book offsets for druid one for every level
0x0426 9*4 (dword) spell book offsets for paladin one for every level
0x044a 9*4 (dword) spell book offsets for ranger one for every level
0x046e 9*4 (dword) spell book offsets for sorceror one for every level
0x0492 9*4 (dword) spell book offsets for wizard one for every level
0x04b6 9*4 (dword) spell book counts for bard one for every level
0x04da 9*4 (dword) spell book counts for cleric one for every level
0x04fe 9*4 (dword) spell book counts for druid one for every level
0x0522 9*4 (dword) spell book counts for paladin one for every level
0x0546 9*4 (dword) spell book counts for ranger one for every level
0x056a 9*4 (dword) spell book counts for sorceror one for every level
0x058e 9*4 (dword) spell book counts for wizard one for every level
0x05b2 9*4 (dword) domain spell book offsets for every level
0x05d6 9*4 (dword) domain spell book counts for every level
0x05fa 4 (dword) Innate offset
0x05fe 4 (dword) Innate count
0x0602 4 (dword) Song offset
0x0606 4 (dword) Song count
0x060a 4 (dword) Shape offset
0x060e 4 (dword) Shape count
0x0612 4 (dword) Item slots offset
0x0616 4 (dword) Items offset
0x061a 4 (dword) Items count
0x061e 4 (dword) offset to effects currently affecting creature
0x0622 4 (dword) count of effects currently affecting creature
0x0626 8 (resref) associated dialog file. (A CRE can have a default DLG file associated. This can be overridden in the ARE file, and I think can also be overridden by a script).
CRE V2.2 Spell book pages
Each spell level has a page containing the spells and a small trailer containing the number of free slots.
0x0000 4 (dword) SpellID (LISTSPLL.2da for spells, LISTSONG.2DA for songs, LISTSHAP.2DA for shapes and LISTINNT.2DA for innates).
0x0004 4 (dword) Total
0x0008 4 (dword) Remaining
0x000c 4 (dword) UNKNOWN
Trailer:
0x0000 4 (dword) total memorization slots
0x0004 4 (dword) free slots
CRE V2.2 Items Table
This section details which items the character has. It consists of an array of entries formatted as follows.
Offset Size (data type) Description
0x0000 8 (resref) Resource name of the ITM file holding the particular item
0x0008 2 (word) unknown
0x000a 2 (word) "usage1" -- typically, the count of the item, or the number of uses remaining in the item if it is not a "stackable" item.
0x000c 2 (word) "usage2" -- the second parameter passed when the script function "CreateItem" is called. This might only be used for wands and other magical items which have multiple uses (i.e. cast fireball n times and aganazzar's scorcher m times)
0x000e 2 (word) "usage3" -- the third parameter passed when the script function "CreateItem" is called. Presumably like 'usage2'.
0x0010 4 (dword) Flags:
* bit 1: identified
* bit 2: can't steal
* bit 4: "stolen"
* bit 8: cannot move
CRE V2.2 Item Slots
This is an array keeping track of which items are located in each particular location in the CRE's inventory. There are 54 slots, and they are NOT the same as the order specified in specified in SLOTS.IDS. I will update with the actual order ASAP. Each entry in here will either be 0xffff, meaning "empty", or it will be an index into the Items table.