If you want to move it all equally, just change the value of @spritebaseX, and then reposition the data boxes.
To move individual parts of the data box, make an "if (@battler.index&1)==0...else" clause, where the "if" part is for the player's version of the data box, and the "else" part is for enemies. For example:
Code:
if (@battler.index&1)==0
textpos.push([_INTL("Lv{1}",@battler.level),@spritebaseX+[COLOR=Red]170[/COLOR],@spritebaseY+6,true,base,shadow])
else
textpos.push([_INTL("Lv{1}",@battler.level),@spritebaseX+[COLOR=Red]150[/COLOR],@spritebaseY+6,true,base,shadow])
end
This example will position the "Lv42" text differently depending on which data box it's in.
I know there are better ways to do this (e.g. defining an offset array at the start with the "if...else", then referring the array in later code), but they're a bit more complicated.
When you have the game open in RPG Maker XP (the editor, where you draw the maps and press F11 for scripts, etc.), open an event and then look at a message/script. It will appear in a small window. While this window is open, run extendtext.exe (it'll end immediately - it doesn't need to stay running). When you look back, the small window will be wider.
For the record, it works just fine in Windows 7 x64.