Hello, so my question is how can I make an image an individual code. For example, I have a monster and once you click that monster it takes you to its individual “code” where you can view its stats and change it in any way possible by adding points to individual section (Atk/Matk/Spd) and have it save when returning back to the beginning screen. In the picture image clicking on the monster and taking you to that page to edit its stats.
If I understand correctly, by default it’s ‘individual’.
e.g.:
GiantTheGold = display.newimage(“giantthegold.png”,100,200)
GiantTheGold.name = “Giant The Gold”
GiantTheGold:addEventListener( “tap”, GiantTheGoldListener )
local function GiantTheGoldListener( self, event)
– Custom code for this card, call a module etc
end
So if I have multiple monsters I would have to do this individually with every monster I would have?
Correct, although you could do it with a table, a loop, whatever works for you.
I’d recommend a function that you can call for each one, that way it’s easy to change something instead of doing it 24 times 
If I would create the function how would I go about doing it? :unsure:
Here’s an excerpt from my code. It WILL NOT run ‘as is’ as I pulled it out of a larger code block. I hope however, that it gives you enough to get you going… I’m not claiming it’s the best code, but it’s adequate for me 
-- Listener that gets called when you tap the icon/sprite. local function lstIconTapped( self, event) -- Can process individual code by name. if (self.name == "Bus") then -- Do this. end if (self.name == "Cam") then -- Do that. end end -- Load the images. We'll position them later. local icnWeather = display.newImageRect("assets/icnWeather.png",icnSize,icnSize) local icnCam = display.newImageRect("assets/icnCam.png",icnSize,icnSize) local icnPlow = display.newImageRect("assets/icnPlow.png",icnSize,icnSize) --Set a name for each icon for later processing icnWeather.name = "Weather" icnBus.name = "Bus" icnCam.name = "Cam" local YPos = icnSize/2 -- Default the Y position. -- This particular routine loads a scroll view, adapt it as needed. (removing the insertobject will make it reusable) function LoadScrollView( object,XPos,YPos,ancX) if ancX == nil then ancX = 0.5 end -- If we don't pass the anchor, default it to the Corona default. Allows for flexibility. object.tap = lstIconTapped -- Add the listener. object:addEventListener( "tap", object ) -- Add the listener. grpMainMenu:insert(object) object.x = XPos -- Set the X Position object.y = YPos -- Set the Y position object.anchorX = ancX -- Set the anchor if we pass it. object.anchorY = 0.5 -- Set the Y anchor (pass as a parameter if you need to) YPos = YPos + icnSize -- This is so my icons move down the screen a standard size. return YPos -- Pass the YPos back so we can keep the total running. end XPos = 100 -- Default XPos. You can change it on the lines if needed. YPos = LoadScrollView(icnWeather,XPos,YPos) -- Load it up. YPos = LoadScrollView(icnBus,XPos,YPos) YPos = LoadScrollView(icnCam,XPos,YPos)
If I understand correctly, by default it’s ‘individual’.
e.g.:
GiantTheGold = display.newimage(“giantthegold.png”,100,200)
GiantTheGold.name = “Giant The Gold”
GiantTheGold:addEventListener( “tap”, GiantTheGoldListener )
local function GiantTheGoldListener( self, event)
– Custom code for this card, call a module etc
end
So if I have multiple monsters I would have to do this individually with every monster I would have?
Correct, although you could do it with a table, a loop, whatever works for you.
I’d recommend a function that you can call for each one, that way it’s easy to change something instead of doing it 24 times 
If I would create the function how would I go about doing it? :unsure:
Here’s an excerpt from my code. It WILL NOT run ‘as is’ as I pulled it out of a larger code block. I hope however, that it gives you enough to get you going… I’m not claiming it’s the best code, but it’s adequate for me 
-- Listener that gets called when you tap the icon/sprite. local function lstIconTapped( self, event) -- Can process individual code by name. if (self.name == "Bus") then -- Do this. end if (self.name == "Cam") then -- Do that. end end -- Load the images. We'll position them later. local icnWeather = display.newImageRect("assets/icnWeather.png",icnSize,icnSize) local icnCam = display.newImageRect("assets/icnCam.png",icnSize,icnSize) local icnPlow = display.newImageRect("assets/icnPlow.png",icnSize,icnSize) --Set a name for each icon for later processing icnWeather.name = "Weather" icnBus.name = "Bus" icnCam.name = "Cam" local YPos = icnSize/2 -- Default the Y position. -- This particular routine loads a scroll view, adapt it as needed. (removing the insertobject will make it reusable) function LoadScrollView( object,XPos,YPos,ancX) if ancX == nil then ancX = 0.5 end -- If we don't pass the anchor, default it to the Corona default. Allows for flexibility. object.tap = lstIconTapped -- Add the listener. object:addEventListener( "tap", object ) -- Add the listener. grpMainMenu:insert(object) object.x = XPos -- Set the X Position object.y = YPos -- Set the Y position object.anchorX = ancX -- Set the anchor if we pass it. object.anchorY = 0.5 -- Set the Y anchor (pass as a parameter if you need to) YPos = YPos + icnSize -- This is so my icons move down the screen a standard size. return YPos -- Pass the YPos back so we can keep the total running. end XPos = 100 -- Default XPos. You can change it on the lines if needed. YPos = LoadScrollView(icnWeather,XPos,YPos) -- Load it up. YPos = LoadScrollView(icnBus,XPos,YPos) YPos = LoadScrollView(icnCam,XPos,YPos)