+, equipability(0)
+, heroMask(0)
+
+, mostUseful(false)
+, cursed(false)
+, fruit(false)
+, scenario(false)
+, status(false)
+, battle(false) {
+
+}
+
+
+void Item::CreateTypeDescription() {
+ Item i;
+
+ TypeDescription &td(TypeDescription::Create(TYPE_ID, "Item"));
+ td.SetDescription("All data of an item (soon).");
+ td.SetConstructor(&Construct);
+ td.SetSize(sizeof(Item));
+
+ td.AddField("name", FieldDescription(((char *)&i.name) - ((char *)&i), Interpreter::STRING_ID).SetReferenced().SetDescription("the item's name"));
+ td.AddField("menuicon", FieldDescription(((char *)&i.menuIcon) - ((char *)&i), Sprite::TYPE_ID).SetReferenced().SetDescription("icon that is displayed in menus"));
+
+ td.AddField("mostUseful", FieldDescription(((char *)&i.mostUseful) - ((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"));
+
+ td.AddField("targets", FieldDescription(((char *)&i.targettingMode) - ((char *)&i), TargetingMode::TYPE_ID).SetDescription("how target selection is to be performed"));
+ 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("heroMask", FieldDescription(((char *)&i.heroMask) - ((char *)&i), Interpreter::NUMBER_ID).SetDescription("which heroes may equip this item"));
+}
+
+void Item::Construct(void *data) {
+ new (data) Item;
+}
+