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, 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), 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"));
}
void Spell::Construct(void *data) {