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Edit.Text flashing on/off

 
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bknight2602
Master Cheater
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Joined: 08 Oct 2012
Posts: 366

PostPosted: Sun Oct 01, 2017 10:36 am    Post subject: Edit.Text flashing on/off Reply with quote

Code:

tde = createTimer(nil);
tde.Interval = 3000;
tde.onTimer = function(displayedits)
                local AL = getAddressList();
                battlebyte = addresslist_getMemoryRecordByDescription(AL, "Battle Byte");
                enemyone = addresslist_getMemoryRecordByDescription(AL, "Enemy 1 HP");
                enemytwo = addresslist_getMemoryRecordByDescription(AL, "Enemy 2 HP");
                enemythree = addresslist_getMemoryRecordByDescription(AL, "Enemy 3 HP");
                enemyfour = addresslist_getMemoryRecordByDescription(AL, "Enemy 4 HP");
                if tonumber(battlebyte.Value) == 128 then
                   trainer.enemyone_edit.Text = enemyone.Value;
                   trainer.enemytwo_edit.Text = enemytwo.Value;
                   trainer.enemythree_edit.Text = enemythree.Value;
                   trainer.enemyfour_edit.Text = enemyfour.Value;
                else
                   trainer.enemyone_edit.Text = nil;
                   trainer.enemytwo_edit.Text = nil;
                   trainer.enemythree_edit.Text = nil;
                   trainer.enemyfour_edit.Text = nil;
                end--if tonumber(battlebyte) == 128 then
                end--function(displayedits)
tde.Enabled = true;


The values displayed in the edits cycle between values and nil
The value of battlebyte remains 128.
During the code to build the text values of the edits boxes are not referenced.
Stupid question but how do I get them to stay on continuously when battlebyte is 128?
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