/// <summary> /// Raise or lower a specific resistance flag. /// </summary> /// <param name="elementType">Element type.</param> /// <param name="value">Desired resistance flag.</param> public void SetResistanceFlag(DFCareer.Elements elementType, bool value) { resistanceFlags[(int)elementType] = value; }
/// <summary> /// Gets current total resistance chance for an element. /// This is only used when corresponding elemental resistance flag is raised by effect. /// </summary> /// <param name="elementType">Element type to check total resistance value of.</param> /// <returns>Resistance chance for that element.</returns> public int GetResistanceChance(DFCareer.Elements elementType) { return(resistanceChances[(int)elementType]); }
/// <summary> /// Raise resistance chance total for an element. /// This is only used when corresponding element resistance flag is raised by effect. /// Resistance chance is reset each frame so multiple effects can contribute to total resistance chance. /// </summary> /// <param name="elementType">Element type to raise resistance of.</param> /// <param name="value">Amount to raise resist chance for element.</param> public void RaiseResistanceChance(DFCareer.Elements elementType, int value) { resistanceChances[(int)elementType] += value; }
/// <summary> /// Check if entity has a specific resistance flag raised. /// </summary> /// <param name="elementType">Element type.</param> public bool HasResistanceFlag(DFCareer.Elements elementType) { return(resistanceFlags[(int)elementType]); }