Discussion Area on Abermudding
It's certainly true that the first TerraScripts people write may have bugs in, and scripters use a system by which scripts are uploaded via an in-game editor session similar to the mailer to put them on the server and test compilation from within the test mud, and iron out these bugs themselves if at all possible. A new script has to compile with no errors before it qualifies to be made active (also done from within the game) and actually tried out. But I wouldn't want to suggest that there isn't a learning process that takes some time and effort (and also help from other people) - new scripts being written at the moment rarely need intervention from a coder though; more often they will have improvements suggested by more experienced scripters. As you say, not all alternative systems require code access, either - I'm certainly not suggesting TS is the only way round that - in general I just wanted to mention what we see as a major advantage, without suggesting that it is the only system that has that advantage or better than every other system under the sun. I'd be interested in reading any more complex overview that you write in the future, with an open mind in the sense that I wouldn't be biased towards my own mud's method, but all the same with a particular interest in all methods that result in systems that are easy to use and accessible to the widest possible range of people, not just because that saves work for coders but also because it increases the involvement and sense of achievement of those other people in bringing their quests to life. Firefly