I found the problem in my source but not sure why it cause it.
case CR_REFLECTSHIELD: case MS_REFLECTSHIELD: case AS_POISONREACT: case MC_LOUD: case MG_ENERGYCOAT: case MO_EXPLOSIONSPIRITS: case MO_STEELBODY: case MO_BLADESTOP: case LK_AURABLADE: case LK_PARRYING: case MS_PARRYING: case LK_CONCENTRATION: case WS_CARTBOOST: case SN_SIGHT: case WS_MELTDOWN: case WS_OVERTHRUSTMAX: case ST_REJECTSWORD: case HW_MAGICPOWER: case PF_MEMORIZE: case PA_SACRIFICE: case ASC_EDP: case PF_DOUBLECASTING: case SG_SUN_COMFORT: case SG_MOON_COMFORT: case SG_STAR_COMFORT: case NPC_HALLUCINATION: case GS_MADNESSCANCEL: case GS_ADJUSTMENT: case GS_INCREASING: case NJ_KASUMIKIRI: case NJ_UTSUSEMI: case NJ_NEN: case NPC_DEFENDER: case NPC_MAGICMIRROR: case ST_PRESERVE: if( sd ) { if( sd->sc.count && sd->sc.data[SC_PRESERVE] ){ status_change_end(bl, SC_PRESERVE, INVALID_TIMER); clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); } else{ clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); } } break; case NPC_INVINCIBLE: case NPC_INVINCIBLEOFF: case RK_DEATHBOUND: case AB_RENOVATIO: case AB_EXPIATIO: case AB_DUPLELIGHT:
If i am moving the break inside the if it reflect normal
Edited by Klutz, 12 May 2017 - 11:14 PM.