- td.AddField("name", FieldDescription(((char *)&s.name) - ((char *)&s), stringId, true));
- td.AddField("cost", FieldDescription(((char *)&s.cost) - ((char *)&s), numberId, false));
- td.AddField("targets", FieldDescription(((char *)&s.targetingMode) - ((char *)&s), targetsId, false));
- td.AddField("status", FieldDescription(((char *)&s.status) - ((char *)&s), boolId, false));
- td.AddField("battle", FieldDescription(((char *)&s.battle) - ((char *)&s), boolId, false));
+ td.AddField("name", FieldDescription(((char *)&s.name) - ((char *)&s), Interpreter::STRING_ID).SetReferenced().SetDescription("the spell's name"));
+ td.AddField("cost", FieldDescription(((char *)&s.cost) - ((char *)&s), Interpreter::NUMBER_ID).SetDescription("amount of magic points needed and deducted for invocation"));
+ td.AddField("targets", FieldDescription(((char *)&s.targetingMode) - ((char *)&s), TargetingMode::TYPE_ID).SetDescription("how target selection is to be performed"));
+ td.AddField("heroMask", FieldDescription(((char *)&s.heroMask) - ((char *)&s), Interpreter::NUMBER_ID).SetDescription("which heroes can invoke this spell"));
+ td.AddField("status", FieldDescription(((char *)&s.status) - ((char *)&s), Interpreter::BOOLEAN_ID).SetDescription("if the spell can be used at the status screen"));
+ td.AddField("battle", FieldDescription(((char *)&s.battle) - ((char *)&s), Interpreter::BOOLEAN_ID).SetDescription("if the spell can be used in battle"));