Klutz 2 Posted May 12, 2017 (edited) 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: 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 May 12, 2017 by Klutz Quote Share this post Link to post Share on other sites
0 Anisotropic Defixation 18 Posted May 13, 2017 (edited) Remove that preserve change from the main block as well as the skill itself, and add it below that block, all by itself. case ST_PRESERVE: if (sd && sd->sc.data[type]) clif->skill_nodamage(src, bl, skill_id, skill_lv, status_change_end(bl, type, INVALID_TIMER)); 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 ST_PRESERVE: if (sd && sd->sc.data[type]) clif->skill_nodamage(src, bl, skill_id, skill_lv, status_change_end(bl, type, INVALID_TIMER)); 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; Edited May 13, 2017 by Anisotropic Defixation 2 Klutz and Heph reacted to this Quote Share this post Link to post Share on other sites
I found the problem in my source but not sure why it cause it.
If i am moving the break inside the if it reflect normal
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