I came across this article on Scripting with C#.
Quick summary: It tells how to load and compile C# code from within a running application so that you can dynamically load scripts.
This is something I’ve been meaning to find out how to do for a while. I’ve always wanted to create a file-based spell system that loads and compiles all spells at boot time so that they aren’t so tightly integrated into the engine. As it was historically, if you removed a single hardcoded spell, such as “armor”, the entire mud would crash or at least be very unhappy.
Well, what good are 400+ hardcoded spells going to do you when you use the mud engine for a sci-fi, historical fiction, or contemporary post-apocalyptic setting? None at all. That’s why getting them once-removed from the core is something I wanted to do. Super-long-term there’s not just one MUD coming out of all this effort.