Installing and using scripts
Open the Lynx menu and go to Play → Lua. The tab has three panels: Scripts, Console and Marketplace.
Scripts
Section titled “Scripts”Lists every .lua file in the scripts folder shown at the top of the tab, under the app’s documents directory in Lynx/Scripts. Drop a file there, press Refresh, and it appears. The file name is the script name.
| Row | What it does |
|---|---|
| Load | Compiles the file and runs its top level once. The row shows loaded, or error: and the message. |
| Unload | Closes the script’s Lua state, after delivering the shutdown event. |
| Reload | Unload then Load, in order. |
A script’s widgets appear wherever it put them; a script that draws does so once it is loaded.
Console
Section titled “Console”The line ring at the bottom of the tab. client.log, client.color_log and client.error_log append here, each line prefixed with the script name. It holds the last lines across every loaded script.
Marketplace
Section titled “Marketplace”Bundles you have installed from the Lynx marketplace. A bundle is a signed zip with a manifest.json; it installs into the same list as a local file and runs the same way. See Writing scripts for the manifest.
Common problems
Section titled “Common problems”- The file must end in
.luaand sit directly in the folder shown at the top of the tab. - If a row shows
error:, read the message; it is the Lua error from the top level. - A gated capability the script needs but was not granted shows up as a
nilglobal; see Common issues.