void WilloftheAncients()
    {
        int p = Target();

        if (p != 0)
        {
            int decoy  = 0;
            int status = 0;
            for (int i = 0; i <= 3; i++)
            {
                if (PlayerPrefs.GetString("P" + p + "Status" + i) == "decoy")
                {
                    decoy  = PlayerPrefs.GetInt("P" + p + "Status" + i + "X");
                    status = i;
                }
            }
            PlayerPrefs.SetString("P" + p + "Status" + status, "null");
            PlayerPrefs.SetInt("P" + p + "Status" + status + "X", 0);
            int guard     = PlayerPrefs.GetInt("P" + p + "-CG");
            int maxGuard  = PlayerPrefs.GetInt("P" + p + "-Guard");
            int guardGain = 10 * decoy;
            if (guardGain > maxGuard - guard)
            {
                guardGain = maxGuard - guard;
            }
            guard += guardGain;
            PlayerPrefs.SetInt("P" + p + "-CG", guard);
            PlayerPrefs.SetInt("P" + p + "CombatGuardGained", PlayerPrefs.GetInt("P" + p + "CombatGuardGained") + guardGain);
            GameObject guardBar = GameObject.Find("P" + p + "-Guard");
            float      percent  = (float)guard / (float)maxGuard;
            guardBar.transform.localScale = new Vector3(percent, 1, 1);
            SingleTargetSkills.UltFinish(p);
        }
    }
    void WilloftheAncients()
    {
        int p      = Target();
        int decoy  = 0;
        int status = 0;

        for (int i = 0; i <= 3; i++)
        {
            if (PlayerPrefs.GetString("P" + p + "Status" + i) == "decoy")
            {
                decoy  = PlayerPrefs.GetInt("P" + p + "Status" + i + "X");
                status = i;
            }
        }
        PlayerPrefs.SetString("P" + p + "Status" + status, "null");
        PlayerPrefs.SetInt("P" + p + "Status" + status + "X", 0);
        GuardGain(p, 10 * decoy);
        SingleTargetSkills.UltFinish(p);
        EndSkill(p);
        SkillReset();
    }