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case AM_CP_HELM:
		{
			unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
			
			if( sd && ( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[skill_id - AM_CP_WEAPON]) < 0 ) ) ){
				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
				map_freeblock_unlock(); // Don't consume item requirements
				return 0;
			}
			status_change_end(bl, scid, INVALID_TIMER);
			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;

Edit

case AM_CP_HELM:
		{
			unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
			enum sc_type scid = (sc_type)(SC_STRIPWEAPON + (skill_id - AM_CP_WEAPON));
			
			if( sd && ( bl->type != BL_PC /*|| ( dstsd && pc_checkequip(dstsd,equip[skill_id - AM_CP_WEAPON]) < 0 )*/ ) ){
				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
				map_freeblock_unlock(); // Don't consume item requirements
				return 0;
			}
			status_change_end(bl, scid, INVALID_TIMER);
			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;

Find

case CR_FULLPROTECTION:
		{
			unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
			int i_eqp, s = 0, skilltime = skill_get_time(skill_id,skill_lv);

			for (i_eqp = 0; i_eqp < 4; i_eqp++) {
				if( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[i_eqp]) < 0 ) )
					continue;
				sc_start(src,bl,(sc_type)(SC_CP_WEAPON + i_eqp),100,skill_lv,skilltime);
				s++;
			}
			if( sd && !s ){
				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
				map_freeblock_unlock(); // Don't consume item requirements
				return 0;
			}
			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
		}
		break;

Edit

case CR_FULLPROTECTION:
		{
			unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
			int i_eqp, s = 0, skilltime = skill_get_time(skill_id,skill_lv);

			for (i_eqp = 0; i_eqp < 4; i_eqp++) {
				if( bl->type != BL_PC /*|| ( dstsd && pc_checkequip(dstsd,equip[i_eqp]) < 0 )*/ )
					continue;
				status_change_end(bl, (sc_type)(SC_STRIPWEAPON + i), INVALID_TIMER);
				status_change_end(bl, (sc_type)(SC_STRIPHELM + i), INVALID_TIMER);
				status_change_end(bl, (sc_type)(SC_STRIPSHIELD + i), INVALID_TIMER);
				status_change_end(bl, (sc_type)(SC_STRIPARMOR + i), INVALID_TIMER);
				sc_start(src,bl,(sc_type)(SC_CP_WEAPON + i_eqp),100,skill_lv,skilltime);
				s++;
			}
			if( sd && !s ){
				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
				map_freeblock_unlock(); // Don't consume item requirements
				return 0;
			}
			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
		}
		break;

 

Make Sure Backup your skill.c

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