// If you want to use a knockdown state, put that state ID instead of 0 var knockDownState = 0; // Max number of bonus actions per round var maxBonusActions = 10; // Check to see if a damaging skill was a critical hit if (target.result().critical && value > 0) { // If the number of bonus actions is less than the max if (user._bonusTurn < maxBonusActions) { // If a knockdown state is set, and the target is not inflicted with it if (!knockDownState || !target.isStateAffected(knockDownState)) { // Give the user an extra action user.addITBActions(1); BattleManager.addBattler(user); // Keep track of their bonus turns user._bonusTurn += 1; } } // If a knockdown state is set, inflict the target with it if (knockDownState) target.addState(knockDownState); }; this._bonusTurn = 0; this._bonusTurn = 0;