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(); }