td.AddField("ikari", FieldDescription(((char *)&i.ikari) - ((char *)&i), Ikari::TYPE_ID).SetReferenced().SetDescription("ikari attack of the item (sensible only for equipment)"));
td.AddField("attackanimation", FieldDescription(((char *)&i.attackAnimation) - ((char *)&i), Animation::TYPE_ID).SetReferenced().SetDescription("animation that is run when the item is used for attacking"));
td.AddField("equipability", FieldDescription(((char *)&i.equipability) - ((char *)&i), Interpreter::NUMBER_ID).SetDescription("how this item can be equipped"));
td.AddField("ikari", FieldDescription(((char *)&i.ikari) - ((char *)&i), Ikari::TYPE_ID).SetReferenced().SetDescription("ikari attack of the item (sensible only for equipment)"));
td.AddField("attackanimation", FieldDescription(((char *)&i.attackAnimation) - ((char *)&i), Animation::TYPE_ID).SetReferenced().SetDescription("animation that is run when the item is used for attacking"));
td.AddField("equipability", FieldDescription(((char *)&i.equipability) - ((char *)&i), Interpreter::NUMBER_ID).SetDescription("how this item can be equipped"));