No, no. Just reflect! won't work.
This is the program that will run when the status effect is set...
Reflect[SourceHandle()]! = 1
Really quite simple. As you may imagine, when the status effect goes away, this'll have to be set to zero, or killed with Kill(). Every reflectable special move would need to have this code in it, and not do any damage as far as what you see in the special editor is concerned:
Switch(Reflect[TargetHandle()]!)
{
Case(0)
{
GiveHP(-100, target)
}
Case(1)
{
Wav("reflect.wav")
GiveHP(-100, source)
}
}
The wave file is just something I thought would be nice. A reflecting sound may be a good idea.
I do believe this code is correct, for the most part. I'll come back if it's not, or if I missed something.
This code is assuming you're using TK3. Are you using TK2? I can post alternate progs if you are.