Quote Originally Posted by Freddie View Post
Mojo aleady does many things on your list and it will do all of them (and much more) in the near future.

Mojo consists of two parts, an engine and an application. The engine presents an API to the application. The API is defined in a file called mojo_engine.h in the source code.

For more information about the program's architecture, see

Overview for Programmers
I'll take a look at the source sometime soon. Sounds really good and the overview was quite informative.

Eventually, after Mojo has a powerful graphical interface, Mojo will have a script language but it will probably be the language from HotkeyNet 2 which is described here:

http://www.hotkeynet.com/hkn2/ref/LanguageOverview.html

http://www.hotkeynet.com/hkn2/ref/ref_index.html

The reason I wrote a language from scratch is that the language for this program needs some peculiar things that don't exist (so far as I know) in any drop-in script language:

-- distributed processing

-- hotkey definitions

-- key lists
I've used HKN before and I turned a friend onto HKN for LOTRO. We both found that the scripting language was a beast to work with as soon as you tried doing something out of the box.

Wouldn't it be much easier to just plug in an established scripting language and extend it by providing the required application specific functionality?