+: name(""), value(0), cost(0), status(false), battle(false) {
+
+}
+
+
+void Spell::CreateTypeDescription() {
+ Spell s;
+
+ int boolId(TypeDescription::GetTypeId("Boolean"));
+ int numberId(TypeDescription::GetTypeId("Number"));
+ int stringId(TypeDescription::GetTypeId("String"));
+ int targetsId(TypeDescription::GetTypeId("TargetingMode"));
+
+ TypeDescription &td(TypeDescription::CreateOrGet("Spell"));
+ td.SetDescription("All data about a spell (soon).");
+ td.SetConstructor(&Construct);
+ td.SetSize(sizeof(Spell));
+
+ td.AddField("name", FieldDescription(((char *)&s.name) - ((char *)&s), stringId).SetReferenced().SetDescription("the spell's name"));
+ td.AddField("cost", FieldDescription(((char *)&s.cost) - ((char *)&s), numberId).SetDescription("Amount of magic points needed and deducted for invocation"));
+ td.AddField("targets", FieldDescription(((char *)&s.targetingMode) - ((char *)&s), targetsId).SetDescription("how target selection is to be performed"));
+ td.AddField("status", FieldDescription(((char *)&s.status) - ((char *)&s), boolId).SetDescription("if the spell can be used at the status screen"));
+ td.AddField("battle", FieldDescription(((char *)&s.battle) - ((char *)&s), boolId).SetDescription("if the spell can be used in battle"));
+}