+ Vector<int> ikariGaugeOffset(gaugeX, frameOffset.Y() + 3 * battle->Res().heroTagFont->CharHeight());
+ battle->Res().ikariGauge->Draw(screen, position + ikariGaugeOffset, gaugeWidth, hero.RelativeIP(255));
+
+ // labels
+ int labelX(((index % 2) ? 5 : 1) * battle->Res().heroTagFont->CharWidth());
+ // level
+ Vector<int> levelLabelOffset(gaugeX, frameOffset.Y());
+ battle->Res().heroTagLabels->Draw(screen, position + levelLabelOffset, 0, 0);
+ // hp
+ Vector<int> healthLabelOffset(labelX, frameOffset.Y() + battle->Res().heroTagFont->CharHeight());
+ battle->Res().heroTagLabels->Draw(screen, position + healthLabelOffset, 0, 1);
+ // mp
+ Vector<int> manaLabelOffset(labelX, frameOffset.Y() + 2 * battle->Res().heroTagFont->CharHeight());
+ battle->Res().heroTagLabels->Draw(screen, position + manaLabelOffset, 0, 2);
+ // cm
+ Vector<int> moveLabelOffset(labelX, frameOffset.Y() + 3 * battle->Res().heroTagFont->CharHeight());
+ battle->Res().heroTagLabels->Draw(screen, position + moveLabelOffset, 0, 3);
+ // ip
+ Vector<int> ikariLabelOffset(labelX + 3 * battle->Res().heroTagFont->CharWidth(), frameOffset.Y() + 3 * battle->Res().heroTagFont->CharHeight());
+ battle->Res().heroTagLabels->Draw(screen, position + ikariLabelOffset, 0, 4);
+
+ // numbers
+ // level
+ Vector<int> levelNumberOffset(gaugeX + battle->Res().heroTagLabels->Width(), levelLabelOffset.Y());
+ battle->Res().heroTagFont->DrawNumber(hero.Level(), screen, position + levelNumberOffset, 2);
+ // health
+ Vector<int> healthNumberOffset(labelX + battle->Res().heroTagLabels->Width(), healthLabelOffset.Y());
+ battle->Res().heroTagFont->DrawNumber(hero.Health(), screen, position + healthNumberOffset, 3);
+ //mana
+ Vector<int> manaNumberOffset(labelX + battle->Res().heroTagLabels->Width(), manaLabelOffset.Y());
+ battle->Res().heroTagFont->DrawNumber(hero.Mana(), screen, position + manaNumberOffset, 3);
+
+ // name
+ battle->Res().normalFont->DrawString(hero.Name(), screen, position + frameOffset + alignOffset, 5);
+
+ // attack icon
+ if (battle->AttackChoiceAt(index).GetType() != AttackChoice::UNDECIDED) {
+ Vector<int> attackIconOffset(labelX + battle->Res().heroTagLabels->Width(), frameOffset.Y() + 3 * battle->Res().heroTagFont->CharHeight());
+ battle->Res().attackChoiceIcons->Draw(screen, position + attackIconOffset, 0, battle->AttackChoiceAt(index).GetType());
+ }