lua/wrappers/game/lua_stat_modifier.cpp
int StatModifier_magical(lua_State *lua)
	{
		StatModifier *mod = castUData<StatModifier>(lua, 1);
		if (mod)
		{
			if (lua_gettop(lua) == 1)
			{
				lua_pushboolean(lua, mod->isMagical());
				return 1;
			}
			else if (lua_isbool(lua, 2))
			{
				mod->setMagical(lua_tobool(lua, 2));
				lua_first(lua);
			}
			return LuaState::expectedArgs(lua, "magical", "boolean magical");
		}
		return LuaState::expectedContext(lua, "magical", "am.stat_modifier");
	}
/**
	 * Sets if modifier is magical in nature.
	 *
	 * @param boolean magical The new magical flag for this modifier.
	 * @returns am.stat_modifier This
	 */
Sets if modifier is magical in nature.
@param boolean magical The new magical flag for this modifier.
Sets if modifier is magical in nature . @param boolean magical The new magical flag for this modifier .
int StatModifier_magical(lua_State *lua)
	{
		StatModifier *mod = castUData<StatModifier>(lua, 1);
		if (mod)
		{
			if (lua_gettop(lua) == 1)
			{
				lua_pushboolean(lua, mod->isMagical());
				return 1;
			}
			else if (lua_isbool(lua, 2))
			{
				mod->setMagical(lua_tobool(lua, 2));
				lua_first(lua);
			}
			return LuaState::expectedArgs(lua, "magical", "boolean magical");
		}
		return LuaState::expectedContext(lua, "magical", "am.stat_modifier");
	}
int StatModifier_magical ( lua_State * lua ) { StatModifier * mod = castUData < StatModifier > ( lua , 1 ) ; if ( mod ) { if ( lua_gettop ( lua ) == 1 ) { lua_pushboolean ( lua , mod -> isMagical ( ) ) ; return 1 ; } else if ( lua_isbool ( lua , 2 ) ) { mod -> setMagical ( lua_tobool ( lua , 2 ) ) ; lua_first ( lua ) ; } return LuaState :: expectedArgs ( lua , " " , " " ) ; } return LuaState :: expectedContext ( lua , " " , " " ) ; }
Sets if modifier is magical in nature.
Sets if modifier is magical in nature .