Okay, at least for the stat screen, the format is a little different.
[pointerUp][pointerDown][pointerLeft][pointerRight][x][y][textID][00 00 00 00][pointer to routine]
The final pointer is for getting dynamic text such as character names/classes and stuff. If not found it displays the default text ID as a backup.
You can edit with Event Assembler as usual:
#define RMenu(up,down,left,right,x,y,TID) "POIN up down left right;BYTE x y; SHORT TID; WORD 0 0"
#define RMenu(up,down,left,right,x,y,BackupTID,TIDGetter) "POIN up down left right; BYTE x y; SHORT TID; POIN 0 TIDGetter|1"
#define NameDescGetter $88bd5
#define ClassDescGetter $88c01
ORG $8a00b38 //original location
RMenu(up, down, left, right, you get the drill)
//..and so on