Hi Shan and welcome. :)
In Evennia, we have all the @build, @desc commands too (you can change them as you please but out of the box they are even named the same due to the default command set taking inspiration from MUX). Compared to softcode, these do not exist as strings in the database but as code in full Python modules (files on the server's hard drive) that are compiled and executed by Evennia. We separate the world data (a specific room stored in the database) from the actual code (the Python class that describes how that room and other rooms of its type behave). Other things, like commands, have no database representation at all, but only exists in Python.
For example, to add a new command or tweak an existing one you edit its source code as you would any Python program. Adding new things to the game in principle just means to tell Evennia where on the harddrive it should look to find the code. Once you are done you run @reload in-game and your new command changes will be active. A server reload will not kick anyone and users normally only notice it as a slight hickup. The same goes for adding completely new things like new types of objects or to add completely new functionality to an existing game entity.
The drawback compared to online softcode-coding is that you will not be able to do all your coding in your client. To have users contribute code you need to set up a separate infrastructure which raises the bar on entry.
The advantage though, is that you can code in a modern way - using a proper text editor with syntax highlighting, debugging, contextual help or what have you.
Python is a full-featured professional programming language and there is A LOT of help to be had learning to use it (it's considered one of the easiest languages to learn anyway). And since you are not dealing with strings stored in the database but actual source files, you can collaborate using modern version control software (this can be much more flexible than anything you do in your client, including multiple devs working on the same things at the same time). Whereas this means users need to download and learn those tools, these are standards that actually are useful to know also outside the MU* world. A good practice of course remains to test things on a development server before pushing updates to the live game.
Note here that I'm referring to coding - the creation of the actual underlying code of the game. The building of a world (the population of the database with instances of the code you've created) generally happens in-game as usual (although Evennia does support the possibilty to use e.g. a web interface to create objects too). For this you have the usual build-commands like @create, @dig etc. You can (in code) then add more power if you want builders to be able to customize their objects beyond what the default system allows.
Hope that answers your question!
.
Griatch