private void _statsList(DisplayStats _data)
 {
     CharStatData localStats = World.Instance.MainPlayer.ActiveCharacter.Stats;
     if (_data.IsStatsData)
         localStats.statpoints = _data.StatPoints;
     else
         World.Instance.MainPlayer.ActiveCharacter.Class = _data.Class;
     localStats.SetStr(_data.Str);
     localStats.SetInt(_data.Int);
     localStats.SetWis(_data.Wis);
     localStats.SetAgi(_data.Agi);
     localStats.SetCon(_data.Con);
     localStats.SetCha(_data.Cha);
     localStats.SetMaxHP(_data.MaxHP);
     localStats.SetMaxTP(_data.MaxTP);
     localStats.SetSP(_data.MaxSP);
     localStats.SetMaxSP(_data.MaxSP);
     World.Instance.MainPlayer.ActiveCharacter.MaxWeight = _data.MaxWeight;
     localStats.SetMinDam(_data.MinDam);
     localStats.SetMaxDam(_data.MaxDam);
     localStats.SetAccuracy(_data.Accuracy);
     localStats.SetEvade(_data.Evade);
     localStats.SetArmor(_data.Armor);
     m_game.Hud.RefreshStats();
 }
		private void _statsList(DisplayStats _data)
		{

			CharStatData localStats = World.Instance.MainPlayer.ActiveCharacter.Stats;
			if (_data.IsStatsData)
				localStats.StatPoints = _data.StatPoints;
			else
				World.Instance.MainPlayer.ActiveCharacter.Class = _data.Class;
			localStats.Str = _data.Str;
			localStats.Int = _data.Int;
			localStats.Wis = _data.Wis;
			localStats.Agi = _data.Agi;
			localStats.Con = _data.Con;
			localStats.Cha = _data.Cha;
			localStats.MaxHP = _data.MaxHP;
			localStats.MaxTP = _data.MaxTP;
			localStats.SP = _data.MaxSP;
			localStats.MaxSP = _data.MaxSP;
			World.Instance.MainPlayer.ActiveCharacter.MaxWeight = _data.MaxWeight;
			localStats.MinDam = _data.MinDam;
			localStats.MaxDam = _data.MaxDam;
			localStats.Accuracy = _data.Accuracy;
			localStats.Evade = _data.Evade;
			localStats.Armor = _data.Armor;
			m_game.Hud.RefreshStats();
		}