/// <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]);
 }