Nevermind then.
BEFORE:
# fill with HP color
self.bitmap.fill_rect(@spritebaseX+hpGaugeX,hpGaugeY,hpgauge,2,hpcolors[hpzone*2])
self.bitmap.fill_rect(@spritebaseX+hpGaugeX,hpGaugeY+2,hpgauge,4,hpcolors[hpzone*2+1])
AFTER:
# fill with HP color
self.bitmap.fill_rect(@spritebaseX+hpGaugeX,hpGaugeY,hpgauge,2,hpcolors[hpzone*2])
self.bitmap.fill_rect(@spritebaseX+hpGaugeX,hpGaugeY+2,hpgauge,4,hpcolors[hpzone*2+1])
self.bitmap.fill_rect(@spritebaseX+hpGaugeX,hpGaugeY+6,hpgauge,2,hpcolors[hpzone*2])
I just figured out a way already.