In-Battle / Menu gauge filled/depleted by variable

Marl

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Rather than use the built-in HP/MP system of RPG Maker MV, I'm going with something different. I'll call it "Stress" for now.


I've removed both the HP / MP gauges and text from the menu and battle screens. I've configured everything to not modify HP/MP; everything now modifies a "Stress" variable.


I'd like to replace the HP/MP gauges with a new gauge, "Stress", which would be empty at 0 and completely filled at 100 (arbitrary number).


I have no idea how to actually draw this bar in both the battle screen and menu screens. Could anyone help me? I'd greatly appreciate it!
 

Kenen

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AFAIK, most/all battle HUDs include support for TP gauges. Have you considered rebranding TP as Stress as opposed to using a separate variable?


Edit: Or, rather, why not just use the HP gauge and eliminate the MP gauge? You can use hp/mhp in formulas and plugins to control damage based upon Stress. In other words, rebrand an existing parameter as opposed to making a brand new one.


If I'm off-base here, just reply with some more info, and I'm sure someone can help.
 
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Marl

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I initially thought about rebranding HP and removing MP, but I want a bar that starts empty at 0, and fills up with accumulated Stress at 100.


Setting the HP bar to start at 0 results in a game over, for me.
 
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Kenen

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How about using the TP bar, which starts out at zero? (or at least I think it does. If not, you can easily make it do so).


Your question kind of adds more questions, because of how RPGMaker handles battles... E.g., what determines a loss? Would stress equaling 100 equal a loss? You'll need to rewrite the functions that end battles, if so.
 

Marl

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The additional questions aren't necessary; I don't have random battles. Every encounter is a unique scripted event, so normal win/lose conditions never apply.


I may look at repurposing the TP bar.
 

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