@Schneelein
///api_version=2
(script = registerScript({
name: "TimerHandle",
version: "1.0",
authors: ["You"]
})).import("Core.lib"); //just assumed your using core since you used value.createInteger, if not just put Core.lib in scripts folder
list = [ //put values in here, looks clean if multiple
onGroundValue = value.createFloat("OnGroundTimer", 1, 1, 10) //use float instead of integer, its more percise yet lets you adjust from 1.0 to 10.0 like you did it
]
module = {
name: "TimerHandle",
category: "Misc",
description: "Helps you to learn",
tag: script.scriptVersion,
values: list, //import list here so the module knows what to use
//now the actual module
onUpdate: function() {
if (mc.thePlayer.onGround) {
mc.timer.timerSpeed = onGroundValue.get()
} else if (!mc.thePlayer.onGround /*you could add a check for water etc if you want to be faster there as well*/) {
mc.timer.timerSpeed = 1;
}
},
onDisable: function() {
mc.timer.timerSpeed = 1; //If you disable the module while being onGround you may stay faster than vanilla, so reset onDisable!
}
}
The issue with yours is probably the core module structure without importing core but from what you've posted i can't really tell.
Ah yes i figured out what your problem was:
you did
mc.timer.timerSpeed = Timer_Value
but it must be
mc.timer.timerSpeed = module.settings.Timer_Value.get()
//or if you are using core
mc.timer.timerSpeed = Timer_Value.get()
i suggest you read this and try simple stuff