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The idea is you diff the raw time structures, then convert into human friendly form. Generally the raw time structure difference is implemented in the form of a 64 bit arithmetic operation. Other times for more complex time structures they might have some other algorithm. In any case it saves you caring how it is done.
It's tagalog, not Filipino (FiSH knows the difference, and I also know it too). This was based on baybayin. Thanks for the comment and be sure to pm DEAD FiSH, the creator of the script, if you need something. (I didn't create that, awesome fish did)
I recall I made something similar to this with hash in the old days. I'll help you, but I can't do it now, you don't mind if I send you for it tomorrow?
Or I'll just give the main points :
Create a group, then whenever the unit takes damage from the spell, add them to this exclusion group. Whenever you loop, check if it's in the exclusion group, if they're there, ignore them else damage and register them.
Yes of course the time which is needed to read out the information of an array is "longer" (close to 0) than from a normal variable. Also an array consumes more memory (I can't tell you the exact amount) it's however not much. Probably there is an entry in our forum ( google?).
constant, non constant, array, hashtable ... what to use depends only on the amount of data you want to store and how you wish to access it.