I would agree on the pseudo-language solution. Executing Python from Python is simple (there's no compiling in Python, at least, not the way C or other "static" languages use this) so it's just a matter of executing some Python keywords/functions. But yeah, that would be dangerous if all your players could do the same thing. The event system I'm working on is great for slightly altering the behavior of individual objects, like giving NPCs lines of dialogue, creating a simple (or not so simple) quest and have pieces of arbitrary Python code executed in different contexts. But again, the potential for misuse is infinite, much like giving the @py command to all your players.
A simple pseudo-programming language sounds a better solution for you. Also, I'd point out that, if you want all your NPCs to move randomly and attack each other, you might be better off creating a simple NPC typeclass and having a script/ticker moving them randomly and attacking one another. If there's not a lot of variation, a pseudo-programming language sounds like an overkill to me. Again, it really depends on what you want to do. Keeping the end in mind, I guess simple softcode is what you're looking for. It won't be that easy to create, but it won't pose the same risk as having players code in Python right into your game.
HTH,
Vincent
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