private void _TestStatusApply(Actor a)
    {
        float prob = Random.Range (0.01f, 1.0f);
        Debug.Log ("[Item][Poison] " + prob + "/" + Mathf.Abs(statPoison));
        if( prob <= Mathf.Abs(statPoison) ) {
            if( statPoison > 0.0f ) {
                a.ResolveStatus(StatusModifier.Kind.Poison);
            } else {
                a.SpawnEffect("PoisonItem");
                a.AttachStatus(StatusModifier.Kind.Poison);
            }
        }

        prob = Random.Range (0.01f, 1.0f);
        Debug.Log ("[Item][Paralize] " + prob + "/" + Mathf.Abs(statParalize));
        if( prob <= Mathf.Abs(statParalize) ) {
            if( statParalize > 0.0f ) {
                a.ResolveStatus(StatusModifier.Kind.Paralized);
            } else {
                a.SpawnEffect("Paralize");
                a.AttachStatus(StatusModifier.Kind.Paralized);
            }
        }
    }