Ive tested this using ACE CORE ENGINE v1.09, ACE MENU ENGINE v1.08, and PARTY SIZED MENU v1.00.
NEW project. in ACE MENU ENGINE, replace this section of code:
#==============================================================================# ■ Window_Base#==============================================================================class Window_Base < Window #-------------------------------------------------------------------------- # overwrite method: draw_actor_simple_status #-------------------------------------------------------------------------- def draw_actor_simple_status(actor, dx, dy) dy -= line_height / 2 draw_actor_name(actor, dx, dy) draw_actor_level(actor, dx, dy + line_height * 1) draw_actor_icons(actor, dx, dy + line_height * 2) dw = contents.width - dx - 124 draw_actor_class(actor, dx + 120, dy, dw) draw_actor_hp(actor, dx + 120, dy + line_height * 1, dw) if YEA::MENU:

RAW_TP_GAUGE && actor.draw_tp? && !actor.draw_mp? draw_actor_tp(actor, dx + 120, dy + line_height * 2, dw) elsif YEA::MENU:

RAW_TP_GAUGE && actor.draw_tp? && actor.draw_mp? if $imported["YEA-BattleEngine"] draw_actor_tp(actor, dx + 120, dy + line_height * 1, dw/2 + 1) draw_actor_mp(actor, dx + 120 + dw/2, dy + line_height * 2, dw/2) else draw_actor_mp(actor, dx + 120, dy + line_height * 2, dw/2 + 1) draw_actor_tp(actor, dx + 120 + dw/2, dy + line_height * 2, dw/2) end elsif YEA::MENU:

RAW_TP_GAUGE && actor.draw_mp? draw_actor_mp(actor, dx + 120, dy + line_height * 1, dw) end end end # Window_BaseHope this helps!
The way these formulas are written, it is based on relatives; meaning instead of stating exact locations and size, it refrences points on the screen(helpful for different resolutions).
In this case, the Y locations were given positions based on line height. if you change your default line height, so too does the positions of everything else.
This script, however had given draw locations the same line position.