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How do you display different resources (eg,: hp, mp, tp) for different characters on the combat scre

BMM Archive · July 15, 2026

Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.

Original Source

  • Original title: How do you display different resources (eg,: hp, mp, tp) for different characters on the combat scre
  • Original author: LordCullwch
  • Original date: November 4, 2015
  • Source thread: https://forums.rpgmakerweb.com/threads/how-do-you-display-different-resources-eg-hp-mp-tp-for-different-characters-on-the-combat-scre.49345/
  • Source forum path: Game Development Engines > RPG Maker Javascript Plugins > Javascript/Plugin Support

Summary

I have run into another problem. In my previous thread Shaz kindly helped me implement an alternative resource (Gorge, bloodPool - call it what you will. It's a resource which fills with draining health from enemies). Now that I have done that, my problem is displaying it correctly on the battle screen. I have managed to replace the TP resource with this new 'Gorge' mechanic on the battle screen, but it replaced TP for all characters. My desire is to replace the TP resource bar with Gorge for only 1...

Archived First Post

I have run into another problem. In my previous thread Shaz kindly helped me implement an alternative resource (Gorge, bloodPool - call it what you will. It's a resource which fills with draining health from enemies). Now that I have done that, my problem is displaying it correctly on the battle screen. I have managed to replace the TP resource with this new 'Gorge' mechanic on the battle screen, but it replaced TP for all characters. My desire is to replace the TP resource bar with Gorge for only 1 of the characters. I would be grateful for any help. The code is as follows:

var _Draw_Gorge = Window_Base.prototype.drawActorGorge = function(actor, x, y, width) { width = width || 186; var color1 = this.crisisColor(); var color2 = this.hpGaugeColor2(); this.drawGauge(x, y, width, actor.gorgeRate(), color1, color2); this.changeTextColor(this.systemColor()); this.drawText(TextManager.hpA, x, y, 44); this.drawCurrentAndMax(Math.ceil(gorge), actor.mhp, x, y, width, this.hpColor(actor), this.normalColor());}; var _Battle_Gorge = Window_BattleStatus.prototype.drawGaugeAreaWithTp = function(rect, actor) { this.drawActorHp(actor, rect.x + 0, rect.y, 108); this.drawActorMp(actor, rect.x + 123, rect.y, 96); this.drawActorGorge(actor, rect.x + 234, rect.y, 96);}; var _Gorge_Rate = Game_BattlerBase.prototype.gorgeRate = function() { return gorge / this.mhp;}; var _Gooorge = gorge = 0;I have also included an image which demonstrates the current state of things. I realise that the Gorge bar still has HP written over it, but that's something I'm confident I can sort out without help further down the line.

[IMG]http://forums.rpgmakerweb.com/uploads/monthly_11_2015/post-73100-0-37518600-1446662427.png[/IMG]

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gorge.png
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