# return if self.maxmp == 0
# if self.mp == 0
# self.states.each{|state|
# next unless state.no_mp_cost?
# remove_state(state.id)
# @removed_states.push(state.id) if $game_temp.in_battle
# }
# end
# end
#--------------------------------------------------------------------------
# alias no_mp_cost_add_state add_state
# def add_state(state_id)
# if $data_states[state_id].no_mp_cost?
# return if self.mp == 0
# end
# no_mp_cost_add_state(state_id)
# end
#--------------------------------------------------------------------------
# alias no_mp_cost_remove_state remove_state
# def remove_state(state_id)
# no_mp_cost_remove_state(state_id)
# return if state?(state_id)
# no_mp_cost_mp(0) if $data_states[state_id].no_mp_cost?
# end
#--------------------------------------------------------------------------
# alias no_mp_cost_calc_mp_cost calc_mp_cost
# def calc_mp_cost(skill)
# if self.states.any?{|state| state.no_mp_cost? }
# return 0 if self.mp > 0
# end