Cherry pointed out weeks ago that the way we implement the status data structure is wrong.
Our status struct contains the id of the status the actor has, e.g. [1, 3].
Actually the struct contains all statusses with [0,0 .... 0] and when one of the states is set the value is 1 + the number of battle turns (for status that auto heals).
Handle states array as RPG_RT does. This breaks old savegames: When a…
…n actor has states he will die instead. (Fix #670)