#--------------------------------------------------------------------------
# new method: state_change_turns
#--------------------------------------------------------------------------
def state_change_turns(state_id, value)
state_id = state_id.id if state_id.is_a?(RPG::State)
@state_turns[state_id] = 0 if @state_turns[state_id].nil?
@state_turns[state_id] = [value, 0].max
end
#--------------------------------------------------------------------------
# new method: state_change_turns
#--------------------------------------------------------------------------
def state_change_turns(state_id, value)
state_id = state_id.id if state_id.is_a?(RPG::State)
@state_turns[state_id] = 0 if @state_turns[state_id].nil?
@state_turns[state_id] = [value, 0].max
end