I would like to get some scripter's opinions on where to store additional data (preferably with advantages and disadvantages), before I decide how to handle that in my own projects. The most commonly used method is to store everything in the noteboxes of the database. This has the advantage of compatibility and being a well-developed method. Unfortunately, if your project needs a lot of additional data, it gets difficult to read and scroll through. One other method is to basically use external storage of some form - either text files with more date (or redirected notetags into those text files), or placing the data in the script lines (Modern Algebra's Quest Journal for Ace is one example for this) or possibly in MV's plugin parameters. For some cases like translating texts to be used in show texts external textfiles have additional advantages, but when it comes to assigning data to existing database objects (like actors or equipments) this has the disadvantage of splitting the data into different places (the game database and whatever other place is used). This might cause confusion, especially if you accidentally look at the wrong file. However, I can think of a third way to handle at least some of the data in a logical way, that reduces the load on the notebox: reassigning unused editor data Example: let's assume I want to change the skill/damage sequence from the default of HIT%/EVA% to one where an attack quality gets compared with a parry quality to determine if the target is hit or not. Instead of placing the battler's data into the notebox I can decide to assign the attack skill to HIT% and the parry skill to EVA%, knowing that I won't use that data for anything default in the project. There are a lot more similiar possibilities, but for some reasons it isn't done in the scripts/plugins I know of. The advantage of handling the data this way is of course to have it easier to use the editor for data input. And I also can see that this might cause compatibility problems: if you don't know what other plugins a developer using a script might use, that redirect of data use might result in breaking the functions of the other plugin. But if you're building a specific engine instead of general-purpose plugins and plan to use that for several games, then I think this method might be better than overloading the notebox (which will get used for more data anyway).. So what are your opinions? have I overlooked some other advantages or disadvantages, or would this third method be preferable for something like a specific engine?