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Welcome to Lavish Software, LLC's wiki. Please feel free to make meaningful contributions to this open documentation.
Contents
Products
- EQPlayNice, the EverQuest 1 framerate/CPU limiter
- Inner Space, the windowing, multi-session, customization and automation utility
- ISBoxer Suite, the state of the art multi-boxing suite -- free software for Inner Space
- WinEQ 1.38, the EverQuest 1 windowing utility
- WinEQ 2, the more generalized windowing and multi-session utility
Common
- LavishGUI, the user interface system used by Inner Space
- LavishGUI 2, the new and improved user interface system in development for Inner Space
- LavishNav, the navigational system used by Inner Space
- LavishSettings, the settings system used by Inner Space
- LavishScript, the command shell and scripting engine used by Inner Space
- LavishXML, the XML parser used by any Lavish Software product that uses XML (see for technical details)
- Frequently Asked Questions - All of the FAQ Pages for quick reference
Overview
LavishScript is a command shell and fully-featured scripting engine. Its goal is to be an easy to learn (very few syntactical rules, as few operators as possible, and so on) command-based language. It is object-oriented and strongly typed. It is designed to be embedded, and interfaces directly with native system data.
LavishScript is designed with the idea that most scripting languages munge too many extra rules and operators to do different things. We believe that simplicity is key. Not necessarily simplicity in the range of available functionality, but simplicity in the structure of the language itself. The complete syntax for commands is defined here. Script structure is also quite simple, and is defined here.
LavishScript is generally designed with non-programmers in mind (though logical thinking helps...). LavishScript isn't meant to be a replacement for other general-purpose languages, it is simply meant to be easy to use. If a "real" programming language is what you're looking for, maybe you should be using one instead of a scripting language, right? Most simple tasks can be completed with minimal research, but of course developing scripts will require some learning.
LavishScript allows any number of persistent scripts simultaneously, each of which are given a time slice per "pulse". Pulse timing is defined by the application (such as Fury or Inner Space), so each pulse may be defined as once per frame in a game (as in frames per second), or may simply be as soon as possible after the previous pulse, or can be distributed evenly at specific intervals. The priority level, dictating how much of a time slice is given per pulse, for a script may be set using the Turbo command.
Geek Notes
- LavishScript is interpreted, object-oriented, strongly typed, reflective, imperative, and dynamic
- LavishScript has a pre-emptive scheduler to process scripts, and additionally supports atomic functions, which execute to completion without being scheduled. The scheduler runs scripts during explicitly stated times (such as when a game redraws its display)
- LavishScript can access internal (e.g. script-defined variables and objects) and external data (e.g. game state information) via the same object system
- References to objects exist only within explicitly defined data sequences, thus allowing external objects to be lost gracefully while a script is waiting for a timeslice (e.g. a character in a game may disappear before the next timeslice, and this will not cause synchronization problems)
- Multiple-use expressions (such as data sequences to be evaluated each frame for display on a user interface) can be pre-parsed to improve performance
- Internally, LavishScript uses C++ objects to perform the scripting duties. By design, every command takes the same form as a standard C console application (i.e. int main(int argc, char *argv[])), as does every built-in variable (called Top-Level Objects) to a lesser extent. This means that developing a LavishScript module is just as painless as developing a console app
Getting Started
- LavishScript Example Repository Node (LERN) is a great resource full of tutorials to help LavishScript beginners.
- The LS1 Platform Specifications is kept up-to-date and include LavishScript API references for Inner Space Uplink, Inner Space Sessions, Joe Multiboxer Uplink and Joe Multiboxer Sessions.
Using LavishScript consoles
Developing in LavishScript
- Language and Engine Overview
- Commands
- Object Types
- Object Operations (Data Sequences)
- Methods
- Members
- Indices
- Type-casting
- Reduction (To Text)
- Built-in Object Types
- Script-Defined_Object_Types
- Object References and Persistence
- Object Operations (Data Sequences)
- Objects
- Built-in Objects
- Variables
- Functions
- Events
- Object Queries
- MetaScripts
- Triggers
- Tasks
- Command Queue
Developing Modules
- LavishScript Module Development Kit
Download here: http://www.lavishsoft.com/downloads.php
Older information
- LavishScript encompasses these basic parts
- Taking Actions
- Reading and Writing Data
- Object Types (also known as data types)
- Top-Level Objects
- Variables
- Command Files
- Scripts
- Atoms
- Events
- File System
- Modules
Extending LavishScript
- LSModule System
- Modules
- Developing Commands
- Developing Object Types
- Developing Top-Level Objects
- Discussing LavishScript