- td.AddField("mostUseful", FieldDescription(((char *)&i.mostUseful) - ((char *)&i), boolId, false));
- td.AddField("equipable", FieldDescription(((char *)&i.equipable) - ((char *)&i), boolId, false));
- td.AddField("cursed", FieldDescription(((char *)&i.cursed) - ((char *)&i), boolId, false));
- td.AddField("fruit", FieldDescription(((char *)&i.fruit) - ((char *)&i), boolId, false));
- td.AddField("scenario", FieldDescription(((char *)&i.scenario) - ((char *)&i), boolId, false));
- td.AddField("status", FieldDescription(((char *)&i.status) - ((char *)&i), boolId, false));
- td.AddField("battle", FieldDescription(((char *)&i.battle) - ((char *)&i), boolId, false));
+ td.AddField("mostUseful", FieldDescription(((char *)&i.mostUseful) - ((char *)&i), Interpreter::BOOLEAN_ID));
+ td.AddField("equipable", FieldDescription(((char *)&i.equipable) - ((char *)&i), Interpreter::BOOLEAN_ID));
+ td.AddField("cursed", FieldDescription(((char *)&i.cursed) - ((char *)&i), Interpreter::BOOLEAN_ID));
+ td.AddField("fruit", FieldDescription(((char *)&i.fruit) - ((char *)&i), Interpreter::BOOLEAN_ID));
+ td.AddField("scenario", FieldDescription(((char *)&i.scenario) - ((char *)&i), Interpreter::BOOLEAN_ID));
+ td.AddField("status", FieldDescription(((char *)&i.status) - ((char *)&i), Interpreter::BOOLEAN_ID));
+ td.AddField("battle", FieldDescription(((char *)&i.battle) - ((char *)&i), Interpreter::BOOLEAN_ID).SetDescription("if the item can be used in battle"));