bknight2602 Grandmaster Cheater Reputation: 0
Joined: 08 Oct 2012 Posts: 577
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Posted: Sun Oct 01, 2017 10:36 am Post subject: Edit.Text flashing on/off |
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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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