Description: This table must have rows equal to the number of itemslots in a creature. 

Columns:
       SLOTTYPE - connects the itemslots to item types (see itemtype.2da). If a bit is set to 1, the slot may carry a specific item type. -1 means all (inventory slot). The core system uses this column to determine slot types.
       ID - usually the ControlID of the slot on the inventory screen, but your script may use it differently. (For example PST is a bit different).
       RESREF - usually a bam ResRef of the background image of the slot in the inventory screen. (Your script may use it differently).
       TOOLTIP - usually a tooltip StrRef, but your script may use it differently.
       EFFECT - whether the slot is an equipping slot (for equipping effects)
       FLAGS  - fine tuning of slot mechanics:
         - 0: normal
         - 1: this slot cannot be stolen from (used for eg. the fists slot)

Rows: each row represents a creature item slot, even unused or invisible slots must be represented.

Example (BG2):
           SLOTTYPE   ID         RESREF     TOOLTIP    EFFECT   FLAGS
10         0          0          *          0          2        0
6          1          13         STONHELM   11999      7        0
1          2          11         STONARM    11997      1        0
...

