While the old script system is useful for backward compatibility, the only reason it is even worth anything anymore is because of those few functions that there are no plugin versions for. Oh, and main world triggers, etc. that need to have scripts, but... For instance, if you want to add a sound handler or additional MXP support that is not handled by the existing version of Mushclient, you have to put it in the master script. This is really dumb imho, since it means you can't easilly provide support of some special feature of a mud through such a system and then simply 'plugin' the feature. At the very least, we shouldn't force general users to edit a script, just to add functionality. That is what plugin developers are supposed to be doing.
It may also be nicer, since plugins are becoming the main method of doing things, if the menus for them could be gotten too through the same place as the rest of the world settings. Having them only under the file menu, instead of located and accessable in the Scripting tab or a Plugins tab is a bit odd at this point.
Frankly, I would almost prefer to see a means to edit the plugins internally and the old system phased out entirely, but I doubt that is practical, if for no other reason than it would require a way to edit or export, edit then re-import the script back into the plugin. Some editors 'might' allow that with some work, but not most of them. And with the limitations on Mushclient's notpad length and the lack of code hilighting or other features, we have to use an external program. Maybe the Linux version, which will likely need a built in scripting system anyway, could use a more integrated way to edit plugins, and avoid the master files for script, and even triggers, aliases and timers.
Personally, I recently moved a load of stuff to color combat output into a plugin. I then promptly forgot and tried to edit the main trigger list. When I realized my mistake I had to fumble through the file menu and plugin system to edit the dang thing. Same with parts of the main script I edit a lot. I 'should' move it to a plugin, but if I did, it would be difficult and annoying to edit it. Just moving the menu for them to where everything else is for a world would help a lot in that respect.
It may also be nicer, since plugins are becoming the main method of doing things, if the menus for them could be gotten too through the same place as the rest of the world settings. Having them only under the file menu, instead of located and accessable in the Scripting tab or a Plugins tab is a bit odd at this point.
Frankly, I would almost prefer to see a means to edit the plugins internally and the old system phased out entirely, but I doubt that is practical, if for no other reason than it would require a way to edit or export, edit then re-import the script back into the plugin. Some editors 'might' allow that with some work, but not most of them. And with the limitations on Mushclient's notpad length and the lack of code hilighting or other features, we have to use an external program. Maybe the Linux version, which will likely need a built in scripting system anyway, could use a more integrated way to edit plugins, and avoid the master files for script, and even triggers, aliases and timers.
Personally, I recently moved a load of stuff to color combat output into a plugin. I then promptly forgot and tried to edit the main trigger list. When I realized my mistake I had to fumble through the file menu and plugin system to edit the dang thing. Same with parts of the main script I edit a lot. I 'should' move it to a plugin, but if I did, it would be difficult and annoying to edit it. Just moving the menu for them to where everything else is for a world would help a lot in that respect.