You can definitely externalize game data, how hard that will be for you, depends upon how it's currently stored within your program. I should point out, that converting this stuff is often not necessarily hard to program, it's more a conceptual challenge.
Normally, it's best to store anything that's data related outside of the program code and in files. The file data is then loaded into the program while the game is executing (Look up the file commands in DBpro for how to do this). The format of the files your game uses is up to you. But you can store all the info about the characters etc in them. For example, Stuff like, names, positions, colours, inventories, favorite beers... whatever..
There's an example (In PlayBASIC) of doing something like this on my forum.
Entity Example (Loading Game Levels
Shamus The Shadow Case (A game written for a DarkBASIC compo years and years ago) uses a similar system to store all the game data in. I don't think the src is in the package, but the levels are stored as text files (from memory). So perhaps looking at whats stored within them, will give you some ideas for your game.
In Shamus, the project was built in two parts. There's the game engine and the level editor. The level editor is for the artist/designer. It's a no thrills tool to handle the object placement/collision & all definitions needed. Doesn't have to be pretty, just functional. The game engine, loads whatever level it's pointed at and plays it. This structure allows the game to modified, without changing the game source code constantly.
There's bound to be lots of existing discussions/examples on the boards here also. Try searching for "file format" (
TDK's File Formats or even "World Editor", "Matrix Editors" examples. The latter might be useful to look at, so you can see how others go about building tools to setup the game world data in Dbpro. This should give you some ideas on making your own game editors.
Well, best of luck..