For the Bonus Action mechanic, you need to set "One Time Move" to false and One Time Offense to true. Then you need to make 2 Common Events, assuming you want it exactly like mine, which is to have a Main Action & a Bonus Action. Also, you'll need 2 states.
View attachment 206573
Main Action Common Event:
View attachment 206574
Bonus Action Common Event:
View attachment 206575
Notice the StateId's above and how they switch places. You'll need to create 2 states as well. Mine are states 8 & 9, but your can be any stateId. Just make sure they match. The 2 states you need to create are just blank states, but your going to need 2 separate states. I'll show you what they're used for next.
Once you got all the above set up, go to your Skills tab and give all skills you want to be considered "Main Actions" the Main Action Common Event. Then you need to add the following notetag:
JavaScript:
<Custom Requirement>
if (user.isStateAffected(8)) {
value = false;
}
</Custom Requirement>
Don't forget to add the Common Event to the skill.
View attachment 206576
Ok, now we can move onto the Bonus Actions. It's basically exactly the same as Main Actions, except we're using the other State ID & Common Event. So in your skills tab, pick a skill you want to be considered a "Bonus Action" and add the following notetag:
JavaScript:
<Custom Requirement>
if (user.isStateAffected(9)) {
value = false;
}
</Custom Requirement>
...and also the Bonus Action Common Event.
View attachment 206577
That's it! Just remember that you need to do this for ALL skills. They are all going to fall under either Main Action or Bonus Action, your choice. Just remember what State ID you use. Mine are 8 & 9 in my project, but yours can be different. Good luck!
For the TP bar/gauge...you just need to edit the following in LeTBSWindows.js:
Window_TBSStatus.prototype.refresh = function () {