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Using the Note feature

If I want to use the Note feature as a place to assign variables specific to an instance of that class (such as giving an extra stat to individual monsters, or adding a new on-use function to an item), is it as simple as "eval(@note)" somewhere in the initialize method, or do I have to redefine how the note is stored in the first place, to look something like the method in Game_Interpreter for script calls?

Edit:  The Note field in the Enemies tab will hold a maximum of 30,000 characters.
 
Thanks, Prexus.  The confirmation helps a lot.

Edit:  Hm...  Although I now know that I can just eval code in the Note box and it will work, I have a feeling that doing so will lead to a crapton of compatibility issues further down the road.  Does anybody have any suggestions as to how that can be avoided?
 

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