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C++ 大型RPG游戏-龙的传人-控制台版6000行代码
效果图
话不多说,直接上代码
此代码来自poj,感谢作者提供!!
Visual Studio上编译通过,加载时间有点长,多等一会就行了
代码过长,编辑器差点卡崩,敬请谅解~~
//龙的传人无存档游玩版版1.1.2(测试版1.4.5)
//代码有点长,谢谢。
//可嫩运行不了,不要介意...
#include <iostream>
#include <utility>
#include <thread>
#include <chrono>
#include <functional>
#include <atomic>
#include <string>
#include <windows.h>
#include <conio.h>
#include <fstream>
#include <ctime>
#include <map>
#include <climits>
#include <algorithm>
#include <stdio.h>
#include <vector>
#include <iomanip>
#include <cstring>
#define edition "1.1.2"
using namespace std;
int health = 1000, maxhealth = 1000, damage = 100, defense = 20, force = 100,
maxforce = 100, dodge = 10, hit = 10;
string myname, myEnglishname, IDEN, mymenpai = "你还未拜师或创建门派",
myshifu = "你还未拜师...";
string title = "普通百姓", title2 = "", task = "";
bool baishi, isrebound;
int reboundnum, titlecolor = 16, wudaotalevel = 1;
int nowroomi = 0, experience = 0, potential = 0, literate = 0, dienum = 0,
killnum = 0, buildlevel = 1;
int coin = 0, silver = 0, gold = 0, buildexp = 0;
int password;
bool gift[100];
bool ta[100];
void color(short x) {if (x >= 0 && x <= 15) {SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), x);} else {SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), 7);}
}
struct sk {string name;string use;string Englishname;int damage;int level;string weapon;int plushealth;int plusforce;int plusattack;int plusdodge;int plushit;int attacknum;int cooldown;int forceneed;bool isattack;int timedamage;
};
struct th {string name;string Englishname;string tell;int coin;
};
struct we {string name;string Englishname;string type;string tell;int coin;int plusdamage;int plushealth;int plusforce;int plusdefense;int plusdodge;int plushit;int lv;int inlaynum;th inlaything[10];
};
struct bo {string name;string Englishname;sk skill;int literate_need;string needskill[100];int needlevel[100];string tell;int coin;
};
struct pe {string name;string Englishname;string tell;int health, maxhealth;int damage;int defense;int dodge, hit;int force, maxforce;we weapon;sk skills[100];int skillsnum;bo dropbook;we dropweapon;th dropthing;bool canbai;bool canmove;
};
struct ro {string name;string Englishname;string tell;pe people[100];we weapon[100];bo book[100];th thing[100];string dir[100];int cango[100];we weaponsell[100];bo booksell[100];th thingsell[100];bool isshop;
};
map<string, string> GeneralAttack = {{"刀","a挥起手中x一刀朝b砍来"},{"剑","a提起手中x朝b刺来"},{"拳","a一拳朝b挥来"},{"鞭","a拿起手中x朝b抽来"},{"棍","a抡起手中x冲b一扫"},{"抓","a一手往b抓来"}
};
map<string, we> weap = {{"sword",{"剑","sword","剑","这是一把普通的剑",100,100,0,0,0,-10,10,16,0,{}}},{"longsword",{"长剑","longsword","剑","这是一把长剑",200,150,0,0,0,-5,15,16,0,{}}},{"shortsword",{"短剑","shortsword","剑","这是一把短剑,虽然攻击力较低,但负重还可以",50,50,0,0,0,-2,5,16,0,{}}},{"brokensword",{"断剑","brokensword","剑","这是一把已经坏了的剑,似乎经历了多年的磨砺",25,25,0,0,0,-1,10,16,0,{}}},{"brokenblade",{"断刀","brokenblade","刀","这是一把已经坏了的刀,似乎经历了多年的磨砺",25,25,0,0,0,-1,10,16,0,{}}},{"longblade",{"长刀","longblade","刀","这是一把长刀,可以远距离攻击",300,250,0,0,0,-10,15,16,0,{}}},{"blade",{"钢刀","blade","刀","这是一把钢刀",2500,200,1,0,10,-10,5,16,0,{}}},{"iron_sword",{"精铁剑","iron_sword","剑","用精铁铸成的剑,很坚硬",100,100,0,0,0,-10,10,2,0,{}}},{"club",{"木棍","club","棍","普通的一根棍子,木头做的",700,100,0,0,0,-5,20,16,0,{}}},{"qimeigun",{"齐眉棍","qimeigun","棍","竹子做的一根棍子,立起来恰好到眉毛",1000,150,0,0,0,-10,20,1,2,{}}},{"ironclub",{"铁棍","ironclub","棍","铁制棍子,挥起来很有劲",1200,300,0,0,0,-20,20,2,0,{}}},{"longclub",{"长棍","longclub","棍","一根很长的棍子,攻击范围很大",1300,300,0,0,0,-25,30,16,0,{}}},{"whip",{"皮鞭","whip","鞭","这是一个普通的鞭子",1000,300,0,0,0,-5,20,16,0,{}}},{"longwhip",{"长鞭","longwhip","鞭","这是一个长鞭",1100,300,0,0,0,-10,20,16,0,{}}},{"heilong-bian",{"黑龙鞭","heilong-bian","鞭","这是黑龙史的鞭子",5000,1000,10,10,0,-10,30,1,2,{}}},{"yunlong-bian",{"云龙鞭","yunlong-bian","鞭","这是云龙长老的鞭子",5000,1000,10,10,0,-10,30,1,2,{}}},{"云龙剑",{}},{"拂尘",{}},{"将军剑",{}},{"大砍刀",{}},{"打狗棍",{}},{"倚天剑",{}},{"屠龙刀",{}},{"武当长剑",{}},{"太极剑",{}},{"八卦剑",{}},{"八卦刀",{}},{"八荒刀",{}},{"武士刀",{}},{"武当长剑",{}},{"黑龙鞭",{}},{"云龙鞭",{}},{"sword2",{"宝剑","sword","剑","这是一把宝剑",1000,100,10,10,1,-15,30,1}},
};
pe lvpeople[100] = {{"张慧文","guard","他是武道塔1层的守卫者,你需要打败他,才能进入2层",1000,1000,100,10,1000,1000,0,0,{"精铁剑","iron_sword","剑","用精铁铸成的剑,很坚硬",100,100,0,0,0,-10,10,16},{},0,{},{},{},false},{"张楚嫣","guard","她是武道塔2层的守卫者,你需要打败她,才能进入3层",2658,2658,158,27,2521,913,0,0,{"精铁剑","iron_sword","剑","用精铁铸成的剑,很坚硬",100,100,0,0,0,-10,10,16},{},0,{},{},{},false},{"张晓彤","guard","她是武道塔3层的守卫者,你需要打败她,才能进入4层",3479,3479,227,38,3042,1013,1000,1000,{"精铁剑","iron_sword","剑","用精铁铸成的剑,很坚硬",100,100,0,0,0,-10,10,16},{{"「武当剑法」", "e一式「2三环套月s」,连续三招,手中q化作三道光朝你飞来", "wudang-sword", 454, 10, "剑", 2, 2, 2, 2, 2, 3, 3, 1, true, 2}},1,{},{},{},false},{"张楚涵","guard","她是武道塔4层的守卫者,你需要打败她,才能进入5层",7332,7332,348,75,2328,3328,1000,1000,{"精铁剑","iron_sword","剑","用精铁铸成的剑,很坚硬",100,100,0,0,0,-10,10,16},{{"「武当剑法」", "e一式「2三环套月s」,连续三招,手中q化作三道光朝你飞来", "wudang-sword", 696, 20, "剑", 2, 2, 2, 2, 2, 3, 3, 1, true, 2}},1,{},{},{},false},{"张鸿瑞","guard","他是武道塔5层的守卫者,你需要打败他,才能进入6层",3479,3479,227,38,3042,1013,1000,1000,{"精铁剑","iron_sword","剑","用精铁铸成的剑,很坚硬",100,100,0,0,0,-10,10,16},{{"「武当剑法」", "e一式「2三环套月s」,连续三招,手中q化作三道光朝你飞来", "wudang-sword", 454, 10, "剑", 2, 2, 2, 2, 2, 3, 3, 1, true, 2}},1,{},{},{},false},
};
sk ZhangSanfeng_skills[8] = {{"「武当剑法」", "e一式「2三环套月s」,连续三招,手中q化作三道光朝你飞来", "wudang-sword", 100000, 1000, "剑", 2, 2, 2, 2, 2, 3, 3, 1, true, 2},{"「太极剑」", "e虚步提腰,一招「6蜻蜓点水s」,手中q轻轻颤动,一剑剑点向你", "taiji-sword", 100000, 1000, "剑", 10, 10, 10, 10, 10, 3, 3, 1, true, 2},{"「太极拳」", "e左手回收,右手由钩变掌,由右向左,使一招「6提手上式s」,向你打来", "taiji-fist", 100000, 1000, "拳", 1000, 500, 500, 100, 10, 5, 10, 1, true, 1},{"「昊天掌」", "e使一招「5海上明月s」,左手轻轻一挥,劈向你", "haotian-fist", 10000, 1000, "拳", 2, 2, 2, 2, 2, 3, 3, 50, true, 3},{"「空明拳」", "你凝神聚力,以极快的速度出拳\n\t4空明拳之意!s", "kongming-fist", 50000, 1000, "拳", 1000, 500, 500, 100, 10, 1, 10, 200, true, 10},{"「云梯纵」", "e双手一挥,脚尖点地,一招「1云梯纵s」,瞬间变到了你的身后,使你的招数统统落空", "yunti-zong", 0, 1000, "无", 2, 2, 2, 2, 2, 3, 3, 0, false, 0},{"「武当身法」", "你一招「2移步换行s」,双脚一用力,往旁边一闪,瞬间将e的招数躲了过去", "wudang-step", 0, 1000, "无", 0, 0, 0, 3, 0, 0, 0, 20, false, 0},{"「先天太极」", "你运转先天真气,双掌回圈,顿时一波澎湃的气劲直袭e,正是所学6先天太极s之「4先天功法s」", "xiantian-taiji", 100000, 1000, "拳", 0, 0, 0, 3, 0, 5, 0, 20, true, 5},
};
sk ZhouBoTong_skills[7] = {{"「昊天掌」", "e使一招「5海上明月s」,左手轻轻一挥,劈向你", "haotian-fist", 10000, 700, "拳", 2, 2, 2, 2, 2, 3, 3, 50, true, 3},{"「太极剑」", "e虚步提腰,一招「6蜻蜓点水s」,手中q轻轻颤动,一剑剑点向你", "taiji-sword", 70000, 700, "剑", 10, 10, 10, 10, 10, 3, 3, 1, true, 2},{"「太极拳」", "e左手回收,右手由钩变掌,由右向左,使一招「6提手上式s」,向你打来", "fist", 10000, 700, "拳", 10, 10, 10, 10, 2, 10, 1, 0, true, 5},{"「空明拳」", "你凝神聚力,以极快的速度出拳\n\t4空明拳之意!s", "kongming-fist", 50000, 700, "拳", 1000, 500, 500, 100, 10, 1, 10, 200, true, 10},{"「云梯纵」", "e双手一挥,脚尖点地,一招「1云梯纵s」,瞬间变到了你的身后,使你的招数统统落空", "yunti-zong", 0, 500, "无", 2, 2, 2, 2, 2, 3, 3, 0, false, 0},{"「武当剑法」", "e一式「2三环套月s」,连续三招,手中q化作三道光朝你飞来", "wudang-sword", 70000, 700, "剑", 2, 2, 2, 2, 2, 3, 3, 1, true, 2},{"「武当身法」", "你一招「2移步换行s」,双脚一用力,往旁边一闪,瞬间将e的招数躲了过去", "wudang-step", 0, 700, "无", 0, 0, 0, 3, 0, 0, 0, 20, false, 0},
};
sk SongYuanQiao_skills[3] = {{"「武当剑法」", "e一式「2三环套月s」,连续三招,手中q化作三道光朝你飞去", "wudang-sword", 10000, 500, "剑", 2, 2, 2, 0, 2, 3, 2, 20, true, 2},{"「云梯纵」", "e双手一挥,脚尖点地,一招「1云梯纵s」,瞬间变到了你的身后,使你的招数统统落空", "yunti-zong", 0, 500, "无", 2, 2, 2, 2, 2, 3, 3, 0, false, 0},{"「武当身法」", "你一招「2移步换行s」,双脚一用力,往旁边一闪,瞬间将e的招数躲了过去", "wudang-step", 0, 500, "无", 0, 0, 0, 3, 0, 0, 0, 20, false, 0},
};
sk cike_skills[3] = {{"「漫天花雨掷金针」", "e一式「6金针掷地s」。瞬间,e手中q一一掷向你", "mantian-huayu", 100, 300, "剑", 2, 2, 2, 0, 2, 5, 2, 20, true, 2},{"「倒转七星步」", "e一式「6翩翩若惊鸿s」,身不倾,脚不移,身体如行云流水般直滑出丈余。", "qixin-bu", 0, 300, "无", 1, 1, 2, 2, 2, 5, 5, 0, false, 0},
};
sk player1_skills[1] = {{"「武当剑法」", "e一式「2三环套月s」,连续三招,手中q化作三道光朝你飞去", "wudang-sword", 2000, 34, "剑", 2, 2, 2, 0, 2, 3, 2, 20, true, 2},
};
we zhongkui = { "钟馗道剑","zhongkui-sword","剑","这把剑非同寻常,有一股仙气缠绕,闪着金光...",10000,1000,100,1000,100,90,100,4,5,{} };
ro room[200] = {//客栈{"客栈","inn","这是一家非常热闹的客栈,每天人来人往",{"店小二","XiaoEr","这是这间客栈的服务员",2000,2000,100,50,100,100,110,200,{"拳","fist","拳","这是一个拳头"},{},0},{{"吃剩的鸡骨头","LeftChickenBone","棍","这是一根被吃剩的鸡骨头",2,2,2,2,2,2,2,16}},{{"破书","TatteredBook",{},1000000,{},{},"这是一本破书,里面什么也学不到",1}},{{"碎裂的宝石","CrackedGem","这是一个宝石",1},{"普通的宝石","CommonGem","这是一个宝石",3},{"美丽的宝石","BeautifulGem","这是一个宝石",5},{"无暇的宝石","FlawlessGem","这是一个宝石",10},{"完美的宝石","PerfectGem","这是一个宝石",20},{"神圣的宝石","SacredGem","这是一个宝石",50},{"独一无二的宝石","uniqueGem","这是一个宝石",100},{"世间难得的宝石","PreciousGem","这是一个宝石",500},},{"north", "south", "down", "up","gifthall"},{1,3,7,1,47},{weap["sword"],weap["longsword"],weap["iron_sword"],weap["blade"],weap["longblade"],weap["club"],weap["qimeigun"],weap["longclub"],weap["whip"],weap["longwhip"],},{},{},true},//0 激发任务:店小二//北大街1{"北大街","South_Road","这是一条街道,一直通往北门",{{"旅客","traveller","这是一个每天在城里乱转的旅客",5000,5000,100,100,100,1000,1100,200,weap["longsword"],{},0,{},{},{}, false, true},{"旅客","traveller","这是一个每天在城里乱转的旅客",5000,5000,100,100,100,1000,1100,200,weap["longsword"],{},0,{},{},{}, false, true},{"旅客","traveller","这是一个每天在城里乱转的旅客",5000,5000,100,100,100,1000,1100,200,weap["longsword"],{},0,{},{},{}, false, true},},{{"石头","stone","无","这是一颗石头",2,2,2,2,2,2,2,16},{"石头","stone","无","这是一颗石头",2,2,2,2,2,2,2,16},{"石头","stone","无","这是一颗石头",2,2,2,2,2,2,2,16}},{},{{"椅子","chair","这是一把椅子",150},{"椅子","chair","这是一把椅子",150},{"桌子","table","这是一张桌子",300}},{"north","south","west"},{2,0,46},{},{},{},false},//1//北大街2{"北大街","South_Road","这是一条街道,一直通往北门",{},{weap["blade"],{"石头","stone","无","这是一颗石头",1,0,0,0,0,0,0,16},{"石头","stone","无","这是一颗石头",1,0,0,0,0,0,0,16}},{{"追风步秘籍","zhuifeng-stepbook",{"「追风步」", "你一个「2随风而舞s」,身形飘忽不定,躲过了e这一招", "zhuifeng-step", 0, 1, "剑", 1, 0, 0, 10, 1, 0, 0, 0, false},0,{},{},"这是一本关于武当剑法的书",10000}},{},{"north","south","west"},{3,1,40},{},{},{},false},//2//南大街1{"南大街","North_Road","这是一条街道,一直通往南门",{{ "江湖大盗","robber","这是一个江湖大盗",20000,20000,2000,1000,1000,5000,5000,200,weap["blade"],{},0,{"血刀秘籍","xuedao-book",{"「血刀大法」", "6你咬破舌尖,顿时血气缠绕,「4血刀大法6」w一刀竟不加防守,直逼es", "xuedao", 500, 1, "刀", 100, 100, 100, 100, 100, 1, 10, 10 , true},0,{"「基本刀法」"},{600},"这是一本老旧的书,里面记载了血刀大法,不知道为什么会出现在这个蒙面大盗手中",10000000},{"屠龙刀","tulong-blade","刀","武林至尊,宝刀屠龙。号令天下,莫敢不从。",100000000,10000,10000,10000,10000,2000,2000,4},{}, false, true},{ "武神","god","他的功夫已经到达返璞归真的境界了",100000000,100000000,1000000,1000000,50000,50000,1000000,1000000,{"倚天剑","yitian-sword","剑","这是倚天剑,世间神剑",0,0,0,0,0,0,0,4},{{"「血刀大法」", "6e咬破舌尖,顿时血气缠绕,「4血刀大法6」w一刀竟不加防守,直逼向你s", "xuedao", 7500000, 15000, "刀", 100, 100, 100, 100, 100, 1, 10, 10, true}},1,{},{},{} },},{weap["blade"],{"树枝","branch","棍","这是从树上掉下来的一根树枝",1,1,1,1,1,1,1,16}},{{"基本剑法秘籍","swordbook",{"「基本剑法」", "", "sword", 0, 0, "剑", 0, 0, 5, 0, 2, 0, 0},0,{},{},"这本书记载了基本剑法的诀窍",2000}},{},{"north","south","east","west"},{0,6,5,45},{},{},{},false},//3//鬼门关{"鬼门关","ghost_gate","这里就是阴间入口鬼门关,可以看见许许多多哭泣的鬼魂走进大门",{{"白无常","Baiwuchang","他是白无常",10000,10000,2000,1000,20000,20000,200,200,{"拳","fist","拳","这是一个拳头",0,0,0,0,0,0,0,16},{},0},},{},{},{},{"out"},{0},{},{},{},false},//4//书店{"书店","bookshop","这是一间书店。",{{"图书管理员","librarian","这是一个图书管理员",2000,2000,100,50,100,100,110,200,{"尺子","ruler","棍","这是一把尺子",10,1,1,1,1,1,1,16},{},0}},{},{{"基本剑法秘籍","swordbook",{"「基本剑法」", "", "sword", 0, 0, "剑", 0, 0, 5, 0, 2, 0, 0},0,{},{},"这本书记载了基本剑法的诀窍",2000},{"基本刀法秘籍","bladebook",{"「基本刀法」", "", "blade", 0, 0, "刀", 0, 0, 5, 0, 2, 0, 0},0,{},{},"这本书记载了基本刀法的诀窍",2000},{"基本鞭法秘籍","whipbook",{"「基本鞭法」", "", "whip", 0, 0, "鞭", 0, 0, 5, 0, 2, 0, 0},0,{},{},"这本书记载了基本鞭法的诀窍",2000},{"基本棍法秘籍","clubbook",{"「基本棍法」", "", "club", 0, 0, "拳", 0, 0, 5, 2, 0, 0, 0},0,{},{},"这本书记载了基本棍法的诀窍",2000},{"基本拳法秘籍","fistbook",{"「基本拳法」", "", "fist", 0, 0, "拳", 0, 0, 5, 0, 2, 0, 0},0,{},{},"这本书记载了基本拳法的诀窍",2000},{"基本掌法秘籍","palmbook",{"「基本掌法」", "", "plam", 0, 0, "无", 0, 0, 5, 0, 2, 0, 0},0,{},{},"这本书记载了基本掌法的诀窍",2000},{"基本拳脚秘籍","unarmedbook",{"「基本拳脚」", "", "unarmed", 0, 0,"无", 0, 0, 5, 1, 1, 0, 0},0,{},{},"这本书记载了基本拳脚的诀窍",2000},{"基本轻功秘籍","dodgebook",{"「基本轻功」", "", "dodge", 0, 0, "无", 0, 0, 0, 2, 0, 0, 0},0,{},{},"这本书记载了基本轻功的诀窍",2000},{"基本内功秘籍","forcebook",{"「基本内功」", "", "force", 0, 0, "无", 10, 5, 0, 0, 0, 0, 0},0,{},{},"这本书记载了基本内功的诀窍",2000}},{{"书","book","这是一本书",10}},{"west"},{3},{},{{"倚天剑法秘籍","yitian-swordbook",{"「倚天剑法」", "你大叫:\n4倚天不出!\n1谁与争锋!s\n一式「4神剑佛威s」,屈腕云剑,剑光如彩碟纷飞,幻出点点星光飘向e", "yitian-sword", 20, 1, "剑", 1000, 500, 500, 100, 10, 10, 10, true, 20},0,{"「基本剑法」"},{500},"这本书记载了绝世神功倚天剑法的诀窍",1000000},{"空明拳秘籍","kongming-fistbook",{"「空明拳」", "你凝神聚力,以极快的速度出拳\n\t4空明拳之意!s", "kongming-fist", 10, 1, "拳", 1000, 500, 500, 100, 10, 1, 10, 200, true, 10},0,{"「基本拳法」"},{500},"这本书记载了学习空明拳的诀窍",1000000}},{},true},//5//南大街2{"南大街(练级区)","North_Road","这是一条街道,一直通往南门",{{"野狗","dog","这是一只野狗",3000,3000,150,70,100,100,110,200,{"抓","claw","抓","这是一个抓",0,0,0,0,0,0,0,16},{},0,{},{},{},false,true},{"野狗","dog","这是一只野狗",3000,3000,150,70,100,100,110,200,{"抓","claw","抓","这是一个抓",0,0,0,0,0,0,0,16},{},0,{},{},{},false,true},{"野狗","dog","这是一只野狗",3000,3000,150,70,100,100,110,200,{"抓","claw","抓","这是一个抓",0,0,0,0,0,0,0,16},{},0,{},{},{},false,true},{"野狗","dog","这是一只野狗",3000,3000,150,70,100,100,110,200,{"抓","claw","抓","这是一个抓",0,0,0,0,0,0,0,16},{},0,{},{},{},false,true},{"野狗","dog","这是一只野狗",3000,3000,150,70,100,100,110,200,{"抓","claw","抓","这是一个抓",0,0,0,0,0,0,0,16},{},0,{},{},{},false,true},{"野狗","dog","这是一只野狗",3000,3000,150,70,100,100,110,200,{"抓","claw","抓","这是一个抓",0,0,0,0,0,0,0,16},{},0,{},{},{},false,true},{"野狗","dog","这是一只野狗",3000,3000,150,70,100,100,110,200,{"抓","claw","抓","这是一个抓",0,0,0,0,0,0,0,16},{},0,{},{},{},false,true},{"野狗","dog","这是一只野狗",3000,3000,150,70,100,100,110,200,{"抓","claw","抓","这是一个抓",0,0,0,0,0,0,0,16},{},0,{},{},{},false,true},{"野狗","dog","这是一只野狗",3000,3000,150,70,100,100,110,200,{"抓","claw","抓","这是一个抓",0,0,0,0,0,0,0,16},{},0,{},{},{},false,true},{"野狗","dog","这是一只野狗",3000,3000,150,70,100,100,110,200,{"抓","claw","抓","这是一个抓",0,0,0,0,0,0,0,16},{},0,{},{},{},false,true},{"野狗","dog","这是一只野狗",3000,3000,150,70,100,100,110,200,{"抓","claw","抓","这是一个抓",0,0,0,0,0,0,0,16},{},0,{},{},{},false,true},{"野狗","dog","这是一只野狗",3000,3000,150,70,100,100,110,200,{"抓","claw","抓","这是一个抓",0,0,0,0,0,0,0,16},{},0,{},{},{},false,true},{"野狗","dog","这是一只野狗",3000,3000,150,70,100,100,110,200,{"抓","claw","抓","这是一个抓",0,0,0,0,0,0,0,16},{},0,{},{},{},false,true},{"野狗","dog","这是一只野狗",3000,3000,150,70,100,100,110,200,{"抓","claw","抓","这是一个抓",0,0,0,0,0,0,0,16},{},0,{},{},{},false,true},},{},{},{"千年古董","MillenniumAntiques","这是一个千年古董,看上去能买一个好价钱!",2000000},{"north","south"},{3,0},{},{},{},false},//6//副本区域(进入副本){"副本区域(进入副本)","instances_inter","这是副本区域,玩家可以进入副本去赚取大量经验和铜钱",{},{},{},{{"您已进入副本区域,可以选择副本","捡起物品即可进入相应副本","您已进入副本区域,可以选择副本",0},{"富人家副本[建议经验1000时进入]","A","",0},{"森林副本[建议经验500时进入]","B","",0},{"胡斐副本[建议经验2500时进入]","C","",0},{"练习室[无条件即可进入]","D","",0},},{"up"},{0},{},{},{},false},//7//副本1: 财主家{},//财主家入口 8{},//大院 9{},//走廊1 10{},//走廊2 11{},//走廊3 12{},//走廊4 13{},//走廊5 14{},//走廊6 15{},//走廊7 16{},//接待室 17{},//密室 18{},//莲花池 19//副本2: 森林{},//林间空地 20{},//草丛 21{},//小树林 22{},//大树林 23{},//树林深处 24{},//洞穴 25//武当{"武当派","wudang","武当:血厚,防高,控制强,讲究以柔克刚。使用武器:剑",{{ "张三丰","ZhangSanFeng","这是一个糟糟蹋蹋的道士,武当派的掌门",1000000,1000000,50000,1000,1000,5000,5000,200,{"武当长剑","wudang-sword","剑","这是武当派的专用剑",0,0,0,0,0,0,0,2,1,{}},{ZhangSanfeng_skills[0],ZhangSanfeng_skills[1],ZhangSanfeng_skills[2],ZhangSanfeng_skills[3],ZhangSanfeng_skills[4],ZhangSanfeng_skills[5],ZhangSanfeng_skills[6],ZhangSanfeng_skills[7]},3,{},{},{},true },{ "周伯通","ZhouBoTong","这是武当派中算强的那个,号称老顽童",500000,500000,20000,1000,1000,5000,5000,200,{"太极剑","taiji-sword","剑","这是一把太极剑",100,100,100,100,100,100,100,6,1,{}},{ZhouBoTong_skills[0],ZhouBoTong_skills[1],ZhouBoTong_skills[2],ZhouBoTong_skills[3],ZhouBoTong_skills[4],ZhouBoTong_skills[5],ZhouBoTong_skills[6]},4,{},{},{},true },{ "宋远桥","SongYuanQiao","武当七侠之一",250000,250000,1000,100,100,4000,4000,200,{"太极剑","taiji-sword","剑","这是一把太极剑",100,100,100,100,100,100,100,6,3,{}},{SongYuanQiao_skills[0],SongYuanQiao_skills[1],SongYuanQiao_skills[2]},2,{},{},{},true },},{{"武当长剑","wudang-sword","剑","这是武当派的专用剑",3500,200,10,10,10,10,10,2,1,{}},{"武当长剑","wudang-sword","剑","这是武当派的专用剑",3500,200,10,10,10,10,10,2,1,{}},{"武当长剑","wudang-sword","剑","这是武当派的专用剑",3500,200,10,10,10,10,10,2,1,{}},},{{ "武当剑法秘籍","wudang-swordbook",{"「武当剑法」", "你一式「2三环套月s」,连续三招,手中w化作三道光朝e飞去", "wudang-sword", 2, 1, "剑", 2, 2, 2, 0, 2, 3, 2, 20, true, 2},0,{},{},"这是一本关于武当剑法的书",10000 },{ "武当身法秘籍","wudang-stepbook",{"「武当身法」", "你一招「2移步换行s」,双脚一用力,往旁边一闪,瞬间将e的招数躲了过去", "wudang-step", 0, 1, "无", 0, 0, 0, 3, 0, 0, 0, 20, false, 0},0,{},{},"这是一本关于武当身法的书",10000 }},{{ "木人桩","woodman","练功用的木人桩",100 },{ "木人桩","woodman","练功用的木人桩",100 },},{"down"},{0},{},{},{},false},//26//丐帮{"丐帮","gaibang","丐帮:近身缠斗,骤雨连打。使用武器:拳,棍",{{ "汪剑通","WangJianTong","丐帮帮主",1000000,1000000,50000,5000,2000,2000,2000,2000,weap["qimeigun"],{ZhangSanfeng_skills[0],ZhangSanfeng_skills[1],ZhangSanfeng_skills[2]},3,{},{},{},true },{ "马大元","MaDaYuan","丐帮副帮主",500000,500000,30000,1000,1500,1500,2000,2000,weap["qimeigun"],{ZhouBoTong_skills[0],ZhouBoTong_skills[1],ZhouBoTong_skills[2],ZhouBoTong_skills[3]},4,{},{},{},true },{ "吴长风","WuChangFeng","丐帮四大长老之一",250000,250000,1000,100,100,4000,4000,200,weap["qimeigun"],{SongYuanQiao_skills[0],SongYuanQiao_skills[1]},2,{},{},{},true },},{weap["qimeigun"],weap["qimeigun"],weap["qimeigun"],},{{ "混天功秘籍","huntian-gongbook",{"「混天功」", "你错步上前,一招2靛沧海s之「2深渊势s」,双掌猛然卷一股滔天寒流,席卷e全身", "huntian-gong", 1, 1, "拳", 2, 2, 0, 0, 2, 5, 5, 20, true, 1},0,{"「基本拳法」","「基本拳脚」"},{10,10},"这是一本关于混天功的书",10000 },{ "铜锤手秘籍","tongchui-handbook",{"「铜锤手」", "你双手划弧,双掌轮番拍出,使一招「2威震八方s」砍向e的面门", "tongchui-hand", 2, 1, "无", 2, 2, 0, 0, 0, 3, 3, 5, true, 2},0,{"「基本拳法」","「基本拳脚」"},{20,20},"这是一本关于铜锤手的书",10000 }},{{ "木人桩","woodman","练功用的木人桩",100 },{ "木人桩","woodman","练功用的木人桩",100 },},{"down"},{0},{},{},{},false},//27{},//江岸 28{},//道路 29{},//木屋 30{},//宝库 31{},//江面1 32{},//江面2 33{},//江岸2 34{},//雪地1 35{},//雪地2 36{},//雪地3 37{},//雪地4 38//垃圾桶{"垃圾桶","trashcan","你是怎么进来的...",{},{{ "垃圾1","garbage1","垃圾","一个垃圾",0,0,0,0,0,0,0,16 },{ "垃圾2","garbage2","垃圾","一个垃圾",0,0,0,0,0,0,0,16 },},{{ "垃圾3","garbage3",{"「武当剑法」", "你一式「2三环套月s」,连续三招,手中w化作三道光朝e飞去", "wudang-sword", 2, 1, "剑", 2, 2, 2, 0, 2, 3, 2, 20, true, 20},0,{},{},"一个垃圾",0 },{ "垃圾4","garbage4",{"「武当身法」", "你一招「2移步换行s」,双脚一用力,往旁边一闪,瞬间将e的招数躲了过去", "wudang-step", 0, 1, "无", 0, 0, 0, 3, 0, 0, 0, 20, false, 0},0,{},{},"一个垃圾",0 },{ "垃圾5","garbage5",{"「倚天剑法」", "你大叫:\n4倚天不出!\n1谁与争锋!s\n一式「4神剑佛威s」,屈腕云剑,剑光如彩碟纷飞,幻出点点星光飘向e", "yitian-sword", 20, 1, "剑", 10, 50, 50, 10, 10, 10, 100, true, 20},0,{"「基本剑法」"},{500},"一个垃圾",0 },{ "垃圾6","garbage6",{"「空明拳」", "你凝神聚力,以极快的速度出拳\n\t4空明拳之意!s", "kongming-fist", 20, 1, "拳", 1000, 500, 500, 100, 10, 1, 10, true, 200},0,{"「基本拳法」"},{500},"一个垃圾",0 },{ "垃圾7","garbage7",{"「追风步」", "你一个「2随风而舞s」,身形飘忽不定,躲过了e这一招", "zhuifeng-step", 0, 1, "剑", 1, 0, 0, 10, 1, 0, 0, 0, false, 0},0,{},{},"一个垃圾",0 },{ "垃圾8","garbage8",{"「混天功」", "你错步上前,一招2靛沧海s之「2深渊势s」,双掌猛然卷一股滔天寒流,席卷e全身", "huntian-gong", 1, 1, "拳", 2, 2, 0, 0, 2, 5, 5, 20, true, 10},0,{"「基本拳法」","「基本拳脚」"},{10,10},"一个垃圾",0 },{ "垃圾9","garbage9",{"「铜锤手」", "你双手划弧,双掌轮番拍出,使一招「2威震八方s」砍向e的面门", "tongchui-hand", 2, 1, "拳", 2, 2, 0, 0, 0, 3, 3, 5, true, 20},0,{"「基本拳法」","「基本拳脚」"},{20,20},"一个垃圾",0 },{ "垃圾10","garbage10",{"「昊天掌」", "e使一招「5海上明月c」,左手轻轻一挥,劈向你", "haotian-fist", 2, 1, "拳", 2, 2, 2, 2, 2, 3, 3, 0, true, 20},0,{"「基本掌法」"},{30},"一个垃圾",0 },{ "垃圾11","garbage11",{"「太极剑」", "e虚步提腰,一招「6蜻蜓点水c」,手中q轻轻颤动,一剑剑点向你", "taiji-sword", 5, 1, "剑", 50, 25, 25, 5, 5, 2, 3, 1, true, 50},0,{"「基本剑法」"},{50},"一个垃圾",0 },{ "垃圾12","garbage12",{"天罡尘法「扫」字诀", "你身体往下一蹲,一招2天罡尘法s之「1扫s」字诀,手中w在空中一挥,再往e的小腿一扫", "tiangangwhip-sao", 3, 1, "鞭", 2, 0, 0, 0, 0, 1, 5, 20, true, 30},0,{"「基本鞭法」"},{10},"一个垃圾",0 },{ "垃圾13","garbage13",{"天罡尘法「连」字诀", "你手中w一抖,一式2天罡尘法s之「1连s」字诀,连续几招,挥向e", "tiangangwhip-lian", 1, 1, "鞭", 2, 2, 0, 0, 0, 5, 3, 5, true, 20},0,{"「基本鞭法」"},{20},"一个垃圾",0 },{ "垃圾14","garbage14",{"「铸剑法」", "你右脚往前一步,一招2铸剑法s之「2铸剑天下s」,手中w在空中划两圈,四周空气先后凝成剑状,向e刺去", "build-sword", 1, 1, "剑", 2, 0, 0, 0, 0, 5, 5, 20, true, 10},0,{"「基本剑法」"},{10},"一个垃圾",0 },{ "垃圾15","garbage15",{"「反弹剑法」", "你高举手中w,躲闪过e的攻击,顺着e的杀气,一式「2反弹绝技s」带着卷起的一股寒流,劈向e", "fantan-sword", 2, 1, "剑", 2, 2, 0, 0, 0, 3, 3, 5, true, 20},0,{"「基本剑法」"},{20},"一个垃圾",0 },{ "垃圾16","garbage16",{"「先天太极」", "你运转先天真气,双掌回圈,顿时一波澎湃的气劲直袭e,正是所学6先天太极s之「4先天功法s」", "xiantian-taiji", 5, 1, "拳", 0, 0, 0, 3, 0, 5, 0, 20, true, 50},0,{},{},"一个垃圾",0 },{ "垃圾17","garbage17",{"「云梯纵」", "e双手一挥,脚尖点地,一招「1云梯纵s」,瞬间变到了你的身后,使你的招数统统落空", "yunti-zong", 0, 1, "无", 2, 2, 2, 2, 2, 3, 3, 0, false, 0},0,{},{},"一个垃圾",0 },{ "垃圾18","garbage18",{"「太极拳」", "e左手回收,右手由钩变掌,由右向左,使一招「6提手上式s」,向你打来", "taiji-fist", 1, 1, "拳", 10, 5, 5, 1, 1, 5, 1, 1, true, 10},0,{},{},"一个垃圾",0 },{ "垃圾19","garbage19",{"「武当剑法」", "你一式「2三环套月s」,连续三招,手中w化作三道光朝e飞去", "wudang-sword", 2, 1, "剑", 2, 2, 2, 0, 2, 3, 2, 20, true},0,{},{},"一个垃圾",0 },{ "垃圾20","garbage20",{"「武当身法」", "你一招「2移步换行s」,双脚一用力,往旁边一闪,瞬间将e的招数躲了过去", "wudang-step", 0, 1, "无", 0, 0, 0, 3, 0, 0, 0, 20, false},0,{},{},"一个垃圾",0 },{ "垃圾21","garbage21",{"「武当剑法」", "你一式「2三环套月s」,连续三招,手中w化作三道光朝e飞去", "wudang-sword", 2, 1, "剑", 2, 2, 2, 0, 2, 3, 2, 20, true},0,{},{},"一个垃圾",0 },{ "垃圾22","garbage22",{"「武当身法」", "你一招「2移步换行s」,双脚一用力,往旁边一闪,瞬间将e的招数躲了过去", "wudang-step", 0, 1, "无", 0, 0, 0, 3, 0, 0, 0, 20, false},0,{},{},"一个垃圾",0 },},{{ "垃圾23","garbage23","一个垃圾",0 },{ "垃圾24","garbage24","一个垃圾",0 },},{"down"},{0},{},{},{},false},//39//矿洞{"矿洞","cave","这里到处都是矿,玩家可以在这里采集矿物",{},{},{},{{"输入mine <次数>来挖矿,挖一次10秒","","",0}},{"east"},{2},{},{},{},false},//40//铸剑山庄{"铸剑山庄","zhujian_villa","铸剑山庄:血厚,善近战,可反弹攻击。使用武器:自己制造的剑",{{ "张三丰","ZhangSanFeng","这是一个糟糟蹋蹋的道士,武当派的掌门",1000000,1000000,50000,1000,1000,5000,5000,200,{"武当长剑","wudang-sword","剑","这是武当派的专用剑",0,0,0,0,0,0,0,2,1,{}},{ZhangSanfeng_skills[0],ZhangSanfeng_skills[1],ZhangSanfeng_skills[2],ZhangSanfeng_skills[3],ZhangSanfeng_skills[4],ZhangSanfeng_skills[5],ZhangSanfeng_skills[6],ZhangSanfeng_skills[7]},3,{},{},{},true },{ "周伯通","ZhouBoTong","这是武当派中算强的那个,号称老顽童",500000,500000,20000,1000,1000,5000,5000,200,{"太极剑","taiji-sword","剑","这是一把太极剑",100,100,100,100,100,100,100,6,1,{}},{ZhouBoTong_skills[0],ZhouBoTong_skills[1],ZhouBoTong_skills[2],ZhouBoTong_skills[3],ZhouBoTong_skills[4],ZhouBoTong_skills[5],ZhouBoTong_skills[6]},4,{},{},{},true },{ "宋远桥","SongYuanQiao","武当七侠之一",250000,250000,1000,100,100,4000,4000,200,{"太极剑","taiji-sword","剑","这是一把太极剑",100,100,100,100,100,100,100,6,3,{}},{SongYuanQiao_skills[0],SongYuanQiao_skills[1],SongYuanQiao_skills[2]},2,{},{},{},true },},{weap["iron_sword"],weap["iron_sword"],weap["iron_sword"],},{{ "铸剑秘籍","build-swordbook",{"「铸剑法」", "你右脚往前一步,一招2铸剑法s之「2铸剑天下s」,手中w在空中划两圈,四周空气先后凝成剑状,向e刺去", "build-sword", 1, 1, "剑", 2, 0, 0, 0, 0, 5, 5, 20, true, 1},0,{"「基本剑法」"},{10},"这是一本关于铸剑法的书",10000 },{ "反弹剑法秘籍","fantan-swordbook",{"「反弹剑法」", "你高举手中w,躲闪过e的攻击,顺着e的杀气,一式「2反弹绝技s」带着卷起的一股寒流,劈向e", "fantan-sword", 2, 1, "剑", 2, 2, 0, 0, 0, 3, 3, 5, true, 2},0,{"「基本剑法」"},{20},"这是一本关于反弹剑法的书",10000 }},{{ "锻造台","forging_table","用来铸剑的锻造台",100 },{ "木人桩","woodman","练功用的木人桩",100 },},{ "down" },{ 0 },{},{},{},false},//41{},//练习室 42//道家{"道家","daojia","道家:学问多,攻击强。使用武器:拂尘",{{ "老子(《技能大乱斗》制作者)","Let_it_go","他是《技能大乱斗》游戏的制作者——Let it go。",1000000,1000000,50000,1000,1000,5000,5000,200,{"天罡尘","tiangang-whip","鞭","这是道家门派的拂尘",0,0,0,0,0,0,0,6},{ZhangSanfeng_skills[0],ZhangSanfeng_skills[1],ZhangSanfeng_skills[2],ZhangSanfeng_skills[3],ZhangSanfeng_skills[4],ZhangSanfeng_skills[5],ZhangSanfeng_skills[6],ZhangSanfeng_skills[7]},3,{},{},{},true },{ "文物管理局局长","JuZhang","NOI里的大佬",500000,500000,20000,1000,1000,5000,5000,200,{"天罡尘","tiangang-whip","鞭","这是道家门派的拂尘",0,0,0,0,0,0,0,6},{ZhouBoTong_skills[0],ZhouBoTong_skills[1],ZhouBoTong_skills[2],ZhouBoTong_skills[3],ZhouBoTong_skills[4],ZhouBoTong_skills[5],ZhouBoTong_skills[6]},4,{},{},{},true },{ "道家第四代弟子","DiZi","一个普普通通的弟子",250000,250000,1000,100,100,4000,4000,200,{"天罡尘","tiangang-whip","鞭","这是道家门派的拂尘",0,0,0,0,0,0,0,6},{SongYuanQiao_skills[0],SongYuanQiao_skills[1],SongYuanQiao_skills[2]},2,{},{},{},true },},{{"拂尘","dusting","鞭","这是一个拂尘,手柄用木头制成",100,50,0,100,0,-5,10,16},{"拂尘","dusting","鞭","这是一个拂尘,手柄用木头制成",100,50,0,100,0,-5,10,16},{"拂尘","dusting","鞭","这是一个拂尘,手柄用木头制成",100,50,0,100,0,-5,10,16},},{{ "天罡尘法【扫】字诀秘籍","tiangangwhip-saobook",{"天罡尘法「扫」字诀", "你身体往下一蹲,一招2天罡尘法s之「1扫s」字诀,手中w在空中一挥,再往e的小腿一扫", "tiangangwhip-sao", 3, 1, "鞭", 2, 0, 0, 0, 0, 1, 5, 20, true, 5},0,{"「基本鞭法」"},{10},"这是一本关于天罡尘法【扫】字诀的书",10000 },{ "天罡尘法【连】字诀秘籍","tiangangwhip-lianbook",{"天罡尘法「连」字诀", "你手中w一抖,一式2天罡尘法s之「1连s」字诀,连续几招,挥向e", "tiangangwhip-lian", 1, 1, "鞭", 2, 2, 0, 0, 0, 3, 3, 5, true, 3},0,{"「基本鞭法」"},{20},"这是一本关于天罡尘法【连】字诀的书",10000 }},{{ "木人桩","woodman","练功用的木人桩",100 },},{ "down" },{ 0 },{},{},{},false},//43//武道塔{"武道塔","wudaota","你现在处于1层",{{"张慧文","guard","他是武道塔1层的守卫者,你需要打败他,才能进入2层",1000,1000,100,10,1000,1000,0,0,{"精铁剑","iron_sword","剑","用精铁铸成的剑,很坚硬",100,100,0,0,0,-10,10,16},{},0,{},{},{},false},},{},{{"1,输入out离开","输入wudaota进入"},{"2,输入up进入下一层","要在击杀守卫后才能进入"},},{},{"out","up"},{0},{},{},{},false},//44//打铁铺{"打铁铺","smithy","叮叮当当的响声,让你觉得厌烦",{{"打铁工人","worker","他是在打铁铺工作的工人",1000,1000,100,10,1000,1000,0,0,{},{},0,{},{},{},false},{"打铁工人","worker","他是在打铁铺工作的工人",1000,1000,100,10,1000,1000,0,0,{},{},0,{},{},{},false},{"师傅","MasterWorker","他是那位工人的师傅",1000,1000,100,10,1000,1000,0,0,{},{},0,{},{},{},false},},{},{},{{"请勿击杀上面的好心人,不然你就不能打造自己的武器了...","系统提醒","请勿击杀上面两位好心人,不然你就不能打造自己的武器了..."},{"输入build来打造武器","系统提醒",""},},{"east"},{3},{},{},{},true},//45//任务地点{"官府","government","这里是官府发布榜文的地方,各大武林人士都会在这里领取任务",{{"刺客","assassin","这是正在领取任务的刺客",2000,2000,50,10,5000,5000,100,100,{"绣花针","needle","这是一把暗器","剑",0},{cike_skills[0],cike_skills[1]},1,{},{},{},false},},{},{},{{"告示","notice1"," ___________\n|两 朕 道 谁|\n|! 赏 塔 敢|\n| 他 一 去|\n| 五 层 闯|\n| 银 , 武|\n|___________|",0},},{"east"},{1},{},{},{},true},//46//活动大厅{"活动大厅","hall","这里是玩家们进入各种活动的地方",{{"礼包使者","GiftMessenger","他是这里专门派发奖品的人,身后背着一个袋子,里面不知道装着什么",2000,2000,50,10,5000,5000,100,100,{"拳头","fist","这是一个拳头","拳",0},{},0,{},{},{},false,false},{"西瓜","watermelon","一个又大又圆的西瓜",10000,10000},{"闯关的山东剑客","walker","武士 闯关的山东剑客\n他的功夫看起来不知所以\n他装备着:\n·精铁剑\n",3150,4230,230,30,1249,2112,234,260,weap["iron_sword"],{{},},0,{},{},{},false,false},},{},{},{},{"back"},{0},{},{},{},true},//47
};
ro instancesroom1[12] = {//财主家入口{"财主家入口","inter","面前就是大门了,击败门口的守卫就能进入",{{ "守卫","guard","守卫着大门的守卫,一个个身穿银甲,手持大刀",5000,5000,200,100,200,200,3000,3000,weap["blade"],{},0,{},{},{"钥匙(不能出售)","key","这把钥匙似乎是用来开大门的",1} },{ "守卫","guard","守卫着大门的守卫,一个个身穿银甲,手持大刀",5000,5000,200,100,200,200,3000,3000,weap["blade"],{},0,{},{},{"钥匙(不能出售)","key","这把钥匙似乎是用来开大门的",1} }},{},{},{{"小石头(别想着卖钱了,0元)","stone","你无不无聊...竟然还去捡这东西...",0}},{"east"},{9},{},{},{},false},//大院{"大院","compound","这人的大院可真大,足足有90平方米... 只见两个管家站在大院中央",{{ "管家","housekeeper","为庄主服务的仆人",2000,2000,100,50,100,100,200,200,weap["club"],{{"「绝门棍」", "e动用绝招「1绝门棍s」,原地一个后滚翻,却在落地的一刹那,身体向你平飞过去,手中q指向你的胸膛", "juemen-club", 1000, 100, "棍", 10, 10, 10, 10, 5, 1, 5, 5, true}},1,{},{},{} },{ "管家","housekeeper","为庄主服务的仆人",2000,2000,100,50,100,100,200,200,weap["club"],{{"「绝门棍」", "e动用绝招「1绝门棍s」,原地一个后滚翻,却在落地的一刹那,身体向你平飞过去,手中q指向你的胸膛", "juemen-club", 1000, 100, "棍", 10, 10, 10, 10, 5, 1, 5, 5, true}},1,{},{},{} },},{},{},{},{"north","south","east","west"},{10,11,17,8},{},{},{},false},//走廊1{"走廊","corridor","走在这里神清气爽,不远处就是莲花池",{},{},{},{},{"south","east"},{9,12},{},{},{},false},//走廊2{"走廊","corridor","走在这里神清气爽,不远处就是莲花池",{},{},{},{},{"north","east"},{9,13},{},{},{},false},//走廊3{"走廊","corridor","走在这里神清气爽,不远处就是莲花池",{},{},{},{},{"west","east"},{10,14},{},{},{},false},//走廊4{"走廊","corridor","走在这里神清气爽,不远处就是莲花池",{},{},{},{},{"west","east"},{11,16},{},{},{},false},//走廊5{"走廊","corridor","走在这里神清气爽,不远处就是莲花池",{},{},{},{},{"west","south"},{12,15},{},{},{},false},//走廊6{"走廊","corridor","走在这里神清气爽,不远处就是莲花池",{},{},{},{},{"north","south","east"},{14,16,19},{},{},{},false},//走廊7{"走廊","corridor","走在这里神清气爽,不远处就是莲花池",{},{},{},{},{"north","west"},{15,13},{},{},{},false},//接待室{"接待室","ReceptionRoom","这里是接待室,一位身强力壮的武将手持长剑站在里面",{{ "武将","general","站在这里的武将,凶神恶煞,带着一股杀气,手里握着宝剑",10000,10000,1000,100,1000,1000,10000,10000,weap["sword2"],{},0,{},{},{} },},{},{},{},{"west","down"},{10,18},{},{},{{"武将恶狠狠的说:“来者何人!报上姓名!”","","武将恶狠狠的说:“来者何人!报上姓名!”",0}},false},//密室{"接待室","ReceptionRoom","这里是密室,一个潮湿的房间,你刚进去,门就“卡”的一声关了",{{ "武将","general","站在这里的武将,凶神恶煞,带着一股杀气,手里握着宝剑",10000,10000,1000,100,1000,1000,10000,10000,weap["sword2"],{},0,{},{},{} },{ "武将","general","站在这里的武将,凶神恶煞,带着一股杀气,手里握着宝剑",10000,10000,1000,100,1000,1000,10000,10000,weap["sword2"],{},0,{},{},{} },{ "财主","richman","这个大别墅的主人,他已经发疯了",10000,10000,1000,100,1000,1000,10000,10000,weap["sword2"],{},0,{},{},{"钱包[卖掉就会有2.5金]","bag","钱包",50000} }},{},{},{},{"out"},{0},{},{},{},false},//莲花池{"莲花池","LotusPond","这里是莲花池,花香四溢",{},{},{},{},{"west"},{16},{},{},{{"莲花","lotus","一朵清香四溢的莲花,因该会有人买",1000},{"莲花","lotus","一朵清香四溢的莲花,因该会有人买",1000},{"莲花","lotus","一朵清香四溢的莲花,因该会有人买",1000}},false},
};
ro instancesroom2[6] = {//林间空地{"林间空地","glade","你身处于林间空地,准备向森林出发",{{ "小虫子","bug","编程里的BUG,为了编程好,干了他!",1000,1000,100,10,100,100,100,100,{"拳头","fist","拳","这是一个拳头",0,0,0,0,0,0,0,16},{},0,{},{},{} },{ "小虫子","bug","编程里的BUG,为了编程好,干了他!",1000,1000,100,10,100,100,100,100,{"拳头","fist","拳","这是一个拳头",0,0,0,0,0,0,0,16},{},0,{},{},{} },{ "小虫子","bug","编程里的BUG,为了编程好,干了他!",1000,1000,100,10,100,100,100,100,{"拳头","fist","拳","这是一个拳头",0,0,0,0,0,0,0,16},{},0,{},{},{} },},{},{},{},{"west"},{21},{},{},{},false},//草丛{"草丛","grass","草丛中,似乎有什么东西在动,你拨开草丛,验证了你的猜想,一些动物对你发起了进攻!",{{ "小蛇","snake","一只无毒的小蛇,向你发起进攻",2000,2000,200,20,200,200,200,200,{"拳头","fist","拳","这是一个拳头",0,0,0,0,0,0,0,16},{},0,{},{},{} },{ "老鼠","mouse","一只小老鼠,向你发起进攻",1000,1000,100,10,5000,5000,100,100,{"拳头","fist","拳","这是一个拳头",0,0,0,0,0,0,0,16},{},0,{},{},{} },{ "老鼠","mouse","一只小老鼠,向你发起进攻",1000,1000,100,10,5000,5000,100,100,{"拳头","fist","拳","这是一个拳头",0,0,0,0,0,0,0,16},{},0,{},{},{} },},{},{},{},{"east","west"},{20,22},{},{},{},false},//小树林{"小树林","woods","往前走,树木越来越茂盛了",{{ "竹叶青","snake","一只竹叶青,含有剧毒",3000,3000,200,20,200,200,200,200,{"拳头","fist","拳","这是一个拳头",0,0,0,0,0,0,0,16},{{"「剧毒之咬」", "e的头向你猛扎过去,剧毒的牙齿在你身上造成了三个孔", "judu-bite", 1000, 100, "无", 10, 10, 10, 10, 10, 3, 10, 10, true}},1,{},{},{} },},{},{},{},{"east","west"},{21,23},{},{},{},false},//大树林{"大树林","forest","往前走,树木越来越茂盛了",{{ "竹叶青","snake","一只竹叶青,含有剧毒",3000,3000,200,20,200,200,200,200,{"拳头","fist","拳","这是一个拳头",0,0,0,0,0,0,0,16},{{"「剧毒之咬」", "e的头向你猛扎过去,剧毒的牙齿在你身上造成了三个孔", "judu-bite", 1000, 100, "无", 10, 10, 10, 10, 10, 3, 10, 10, true}},1,{},{},{} },},{},{},{},{"east","west"},{22,24},{},{},{},false},//树林深处{"树林深处","forest","这里只有几束光从茂盛的树叶中射出来,显得昏暗无比",{{ "竹叶青","snake","一只竹叶青,含有剧毒",3000,3000,200,20,200,200,200,200,{"拳头","fist","拳","这是一个拳头",0,0,0,0,0,0,0,16},{{"「剧毒之咬」", "e的头向你猛扎过去,剧毒的牙齿在你身上造成了三个孔", "judu-bite", 1000, 100, "无", 10, 10, 10, 10, 10, 3, 10, 10, true}},1,{},{},{} },{ "猛兽","Beast","一头猛兽,朝你冲过来",5000,5000,300,35,200,200,200,200,{"拳头","fist","拳","这是一个拳头",0,0,0,0,0,0,0,16},{{"「冲撞」", "e的头向你撞了过去", "chongzhuang", 2000, 100, "无", 10, 10, 10, 10, 10, 1, 10, 10, true}},1,{},{},{} },{ "猛兽","Beast","一头猛兽,朝你冲过来",5000,5000,300,35,200,200,200,200,{"拳头","fist","拳","这是一个拳头",0,0,0,0,0,0,0,16},{{"「冲撞」", "e的头向你撞了过去", "chongzhuang", 2000, 100, "无", 10, 10, 10, 10, 10, 1, 10, 10, true}},1,{},{},{} },},{},{},{},{"east","west"},{23,25},{},{},{},false},//洞穴{"洞穴","den","洞穴里面黑乎乎的,你感觉有东西在里面动",{{ "狼王","wolf","狼王,森林之王",5000,5000,500,40,4000,4000,200,200,{"拳头","fist","拳","这是一个拳头",0,0,0,0,0,0,0,16},{{"「朝天吼」", "e使一招「1朝天吼s」,声音穿透了整个森林", "chaotian-hou", 2000, 100, "无", 10, 10, 10, 10, 10, 1, 10, 10, true}},1,{},{},{"钱包[卖掉50银]","bag","卖掉50银",10000} },},{},{},{},{"east","out"},{24,0},{},{},{},false},
};
ro instancesroom3[11] = {//江岸{"江岸","riverbank","旁边的江面波涛汹涌",{{ "船夫","boatman","一位负责撑船的船夫",1000,1000,100,10,100,100,100,100,{"拳头","fist","拳","这是一个拳头",0,0,0,0,0,0,0,16},{},0,{"船桨","oar","棍","用来划船的船桨"},{},{} },},{},{},{},{"west","east"},{32,29},{},{},{},false},//道路{"道路","road","不远处可以看见一个木屋",{{ "黑熊","bear","一头黑熊,准备发起进攻",20000,20000,1000,100,1000,1000,1000,1000,{"拳头","fist","拳","这是一个拳头",0,0,0,0,0,0,0,16},{},0,{},{},{"熊胆","gall","一种上好的药材,能卖个好价钱",10000} },{ "黑熊","bear","一头黑熊,准备发起进攻",20000,20000,1000,100,1000,1000,1000,1000,{"拳头","fist","拳","这是一个拳头",0,0,0,0,0,0,0,16},{},0,{},{},{"熊胆","gall","一种上好的药材,能卖个好价钱",10000} },},{},{},{},{"north","west","east"},{30,28,31},{},{},{},false},//木屋{"木屋","house","一个温馨的木屋,中间站着胡斐",{{ "胡斐","HuFei","胡家刀法使用最好者胡一刀的儿子,有胡家刀法秘籍",75000,75000,6500,500,5000,5000,5000,5000,weap["blade"],{{"「闯王刀法」", "e挥舞q,使出一招「5气破金汤s」,上劈下撩,左挡右开,齐齐罩向你", "chuangwang-blade", 15000, 100, "刀", 10, 0, 0, 0, 0, 2, 4, 1,true}},0,{"闯王刀法秘籍","chuangwang-bladebook",{"「闯王刀法」", "e挥舞q,使出一招「5气破金汤s」,上劈下撩,左挡右开,齐齐罩向你", "chuangwang-blade", 3, 100, "刀", 10, 0, 0, 0, 0, 3, 20, 1,true},0,{"「基本刀法」"},{50},"这是一本记载着闯王刀法的书",200000},{},{"宝库钥匙","key","宝库的钥匙,听说里面藏着闯王宝刀...",0}},},{},{},{{ "那个阎基真的是可恶,自从抢了我们家胡家刀法两页,法力大涨,竟成了一个绿林大盗!","胡斐","胡斐:那个阎基真的是可恶,自从抢了我们家胡家刀法两页,法力大涨,竟成了一个绿林大盗!",0 },{ "少侠能否帮我一臂之力,除掉那个阎基。","胡斐","胡斐:少侠能否帮我一臂之力,除掉那个阎基。",0 },},{"south"},{29},{},{},{},false},//宝库{"宝库","house","你发现在宝库中间,躺着传说的闯王宝刀...",{},{{ "闯王宝刀","chuangwang-blade","刀","这是传说中失传的闯王宝刀",100000,2000,5400,1000,500,100,100,6 }},{},{},{"west"},{29},{},{},{},false},//江面1{"江面","river","波涛汹涌的江面",{},{},{},{{"渡船","boat","这是一艘渡船",0}},{"west","east"},{33,28},{},{},{},false},//江面2{"江面","river","波涛汹涌的江面",{},{},{},{{"渡船","boat","这是一艘渡船",0}},{"west","east"},{34,32},{},{},{},false},//江岸2{"江岸","riverbank","旁边的江面波涛汹涌",{{ "船夫","boatman","一位负责撑船的船夫",1000,1000,100,10,100,100,100,100,{"拳头","fist","拳","这是一个拳头",0,0,0,0,0,0,0,16},{},0,{"船桨","oar","棍","用来划船的船桨"},{},{} },},{},{},{},{"west","east"},{35,33},{},{},{},false},//雪地1{"雪地","snowfield","白茫茫一片,你迷失了方向...",{},{},{},{},{"south","east","north","west"},{36,34,35,35},{},{},{},false},//雪地2{"雪地","snowfield","白茫茫一片,你迷失了方向...",{},{},{},{},{"south","north","east","west"},{37,35,36,36},{},{},{},false},//雪地3{"雪地","snowfield","白茫茫一片,你迷失了方向...",{},{},{},{},{"south","north","east","west"},{38,36,37,37},{},{},{},false},//雪地4{"雪地","snowfield","在雪地里,你竟发现了胡斐的仇人阎基!!!",{{ "阎基","YanJi","胡斐的仇人,拿有胡家刀法秘籍中的三页",50000,50000,2000,200,2000,2000,2000,2000,weap["longblade"],{{"「胡家刀法」", "e蓦的使一招「1八方藏刀s」,顿时剑光中无数朵刀花从四面八方涌向你", "hujia-blade", 5000, 50, "刀", 10, 0, 0, 0, 0, 2, 15, 1,true}},0,{"胡家刀法秘籍","hujia-bladebook",{"「胡家刀法」", "你蓦的使一招「1八方藏刀s」,顿时剑光中无数朵刀花从四面八方涌向e", "hujia-blade", 2, 1, "刀", 10, 0, 0, 0, 0, 5, 20, 1,true},0,{"「基本刀法」"},{50},"这是一本记载着胡家刀法的书",100000},{},{}},},{},{},{},{"north","out"},{37,0},{},{},{},false},
};
ro instancesroom4[1] = {//练习室{"练习室","fightingroom","武生们都在这里练习武功",{{"野狗","dog","这是一只野狗",3000,3000,150,70,100,100,110,200,{"抓","claw","抓","这是一个抓",0,0,0,0,0,0,0,16},{},0},{"野狗","dog","这是一只野狗",3000,3000,150,70,100,100,110,200,{"抓","claw","抓","这是一个抓",0,0,0,0,0,0,0,16},{},0},{"野狗","dog","这是一只野狗",3000,3000,150,70,100,100,110,200,{"抓","claw","抓","这是一个抓",0,0,0,0,0,0,0,16},{},0},{"野狗","dog","这是一只野狗",3000,3000,150,70,100,100,110,200,{"抓","claw","抓","这是一个抓",0,0,0,0,0,0,0,16},{},0},{"野狗","dog","这是一只野狗",3000,3000,150,70,100,100,110,200,{"抓","claw","抓","这是一个抓",0,0,0,0,0,0,0,16},{},0},{"野狗","dog","这是一只野狗",3000,3000,150,70,100,100,110,200,{"抓","claw","抓","这是一个抓",0,0,0,0,0,0,0,16},{},0},{"野狗","dog","这是一只野狗",3000,3000,150,70,100,100,110,200,{"抓","claw","抓","这是一个抓",0,0,0,0,0,0,0,16},{},0},{"野狗","dog","这是一只野狗",3000,3000,150,70,100,100,110,200,{"抓","claw","抓","这是一个抓",0,0,0,0,0,0,0,16},{},0},{"野狗","dog","这是一只野狗",3000,3000,150,70,100,100,110,200,{"抓","claw","抓","这是一个抓",0,0,0,0,0,0,0,16},{},0},{"野狗","dog","这是一只野狗",3000,3000,150,70,100,100,110,200,{"抓","claw","抓","这是一个抓",0,0,0,0,0,0,0,16},{},0},{"野狗","dog","这是一只野狗",3000,3000,150,70,100,100,110,200,{"抓","claw","抓","这是一个抓",0,0,0,0,0,0,0,16},{},0},{"野狗","dog","这是一只野狗",3000,3000,150,70,100,100,110,200,{"抓","claw","抓","这是一个抓",0,0,0,0,0,0,0,16},{},0},{"野狗","dog","这是一只野狗",3000,3000,150,70,100,100,110,200,{"抓","claw","抓","这是一个抓",0,0,0,0,0,0,0,16},{},0},{"野狗","dog","这是一只野狗",3000,3000,150,70,100,100,110,200,{"抓","claw","抓","这是一个抓",0,0,0,0,0,0,0,16},{},0},},{},{},{},{"out"},{0},{},{},{},false},
};
sk myskill[100];
sk mybasicskill[9] = {{"「基本剑法」", "", "sword", 0, 0, "剑", 0, 0, 5, 0, 2, 0, 0},{"「基本刀法」", "", "blade", 0, 0, "刀", 0, 0, 5, 0, 2, 0, 0},{"「基本鞭法」", "", "whip", 0, 0, "鞭", 0, 0, 5, 0, 2, 0, 0},{"「基本棍法」", "", "club", 0, 0, "棍", 0, 0, 5, 2, 0, 0, 0},{"「基本拳法」", "", "fist", 0, 0, "拳", 0, 0, 5, 0, 2, 0, 0},{"「基本掌法」", "", "plam", 0, 0, "无", 0, 0, 5, 0, 2, 0, 0},{"「基本拳脚」", "", "unarmed", 0, 0, "无", 0, 0, 5, 1, 1, 0, 0},{"「基本轻功」", "", "dodge", 0, 0, "无", 0, 0, 0, 2, 0, 0, 0},{"「基本内功」", "", "force", 0, 0, "无", 10, 5, 0, 0, 0, 0, 0},
};
int myskilli = 0;
ro inroom;
we bag[200];
bo bag2[200];
th bag3[200];
th minebag[20] = {{ "铁矿","iron","",0 },{ "煤矿","coal","",0 },{ "金矿","gold","",0 },{ "钢矿","steel","",0 },{ "铜矿","copper","",0 },{ "黑曜石","obsidian","",0 },{ "精铁矿","refinediron","",0 },{ "钻石","diamond","",0 },{ "银矿","silver","",0 },{ "钛矿","titanium","",0 },{ "钢合金","steel_alloy","",0 },{ "钛合金","titanium_alloy","",0 },{ "钻石合金","diamond_alloy","",0 },
};
int mixed[20][20];
pe x[100];
int y[100], allskilllevel = 0;
sk nowdodgeskill;
we nweapon = { "拳","fist","拳","这是一个拳",0,0,0,0,0,0,0,16 };
int outroom() {cout << "\t" << inroom.name << "(";color(9);cout << inroom.Englishname;color(16);cout << ")" << endl;cout << inroom.tell << endl;cout << endl;if (inroom.dir[0] == "") {cout << "这里没有任何明显出口";} else {cout << "这里明显的出口有:";cout << inroom.dir[0];for (int i = 1; i < 100; i++) {if (inroom.dir[i] != "") {cout << "," << inroom.dir[i];}}}cout << endl << endl;for (int i = 0; i < 100; i++) {if (inroom.people[i].name != "") {cout << inroom.people[i].name << "(";color(3);cout << inroom.people[i].Englishname;color(16);cout << ")";cout << "[";if (inroom.people[i].health > inroom.people[i].maxhealth / 6 * 5) color(10);else if (inroom.people[i].health > inroom.people[i].maxhealth / 6 * 4) color(14);else if (inroom.people[i].health > inroom.people[i].maxhealth / 6 * 3) color(14);else if (inroom.people[i].health > inroom.people[i].maxhealth / 6 * 2) color(12);else if (inroom.people[i].health > inroom.people[i].maxhealth / 6) color(12);else color(4);cout << inroom.people[i].health;color(16);cout << "/";color(10);cout << inroom.people[i].maxhealth;color(16);cout << "]" << endl;}}for (int i = 0; i < 100; i++) {if (inroom.weapon[i].name != "") {color(inroom.weapon[i].lv);cout << inroom.weapon[i].name;color(16);cout << "(";color(3);cout << inroom.weapon[i].Englishname;color(16);cout << ")" << endl;}}for (int i = 0; i < 100; i++) {if (inroom.book[i].name != "") {cout << inroom.book[i].name << "(";color(3);cout << inroom.book[i].Englishname;color(16);cout << ")" << endl;}}for (int i = 0; i < 100; i++) {if (inroom.thing[i].name != "") {cout << inroom.thing[i].name << "(";color(3);cout << inroom.thing[i].Englishname;color(16);cout << ")" << endl;}}return 0;
}
int conversion() {if (coin >= 100) {silver += coin / 100;coin %= 100;}if (silver >= 100) {gold += silver / 100;silver %= 100;}return 0;
}
int make_corpse(pe people, we weapon) {th corpse = { people.name + "的尸体","corpse","这是" + people.name + "的尸体",10 };we weap = weapon;weap.name = people.name + "的" + weapon.name;weap.tell = weapon.tell + ",它原来是" + people.name + "的,但" + people.name +"已经被杀了,这个" + weapon.type + "就传到你手中了";for (int j = 0; j < 100; j++) {if (inroom.people[j].name == people.name) {inroom.people[j] = {};room[nowroomi].people[j] = {};break;}}for (int j = 0; j < 100; j++) {if (inroom.thing[j].name == "") {inroom.thing[j] = corpse;room[nowroomi].thing[j] = corpse;break;}}for (int j = 0; j < 100; j++) {if (inroom.weapon[j].name == "") {inroom.weapon[j] = weap;room[nowroomi].weapon[j] = weap;break;}}return 0;
}
int killall(pe people[100], int peoplenum, int peoplei[100]) {bool cm[100];for (int i = 0; i < peoplenum; i++) {cm[i] = inroom.people[peoplei[i]].canmove;room[nowroomi].people[peoplei[i]].canmove = false;inroom.people[peoplei[i]].canmove = false;}int yell = rand() % 3;int lastpeople = peoplenum;bool die[100];pe me = { myname,myEnglishname,"",0,0,0,0,0,0,0,0,nweapon,{},0,{},{},{} };for (int i = 0; i < 100; i++) {die[i] = false;}if (yell == 0) {cout << "你大叫一声:「";color(12);cout << "死鬼子!每年的今天,就是你的忌日!";color(16);cout << "」" << endl;} else if (yell == 1) {cout << "你大喝一声:「";color(12);cout << "今天不是你死,就是我活!";color(16);cout << "」" << endl;} else if (yell == 2) {cout << "你大叫一声:「";color(12);cout << "小子!你的坟墓就定在着了!";color(16);cout << "」" << endl;}color(12);for (int i = 0; i < peoplenum; i++) {cout << people[i].name << "看起来想要杀死你!" << endl;}color(16);int cooldown[100];int hcooldown[100];experience += rand() % 3;potential += rand() % 6;for (int i = 0; i < 100; i++) {cooldown[i] = 0;hcooldown[i] = 0;}while (1) {for (int i = 0; i < peoplenum; i++) {if (!die[i]) {cout << people[i].Englishname << "[" << people[i].health << "/" <<people[i].maxhealth << "]" << endl;}}cout << "请输入攻击者:";string who;cin >> who;int attackwho = 0;for (int i = 0; i < peoplenum; i++) {if (!die[i]) {attackwho = i;break;}}for (int i = 0; i < peoplenum; i++) {if (people[i].Englishname == who && !die[i]) {attackwho = i;break;}}cout << "-1,普攻 技能:名字<冷却>[内力使用]" << endl;for (int i = 0; i < 100; i++) {if ((nweapon.type == myskill[i].weapon || myskill[i].weapon == "无")&& myskill[i].isattack == true) {cout << i << "," << myskill[i].name << "<" << cooldown[i] << ">[" <<myskill[i].forceneed << "] ";}}int which;cin >> which;if (which == -1) {for (int i = 0; i < GeneralAttack[nweapon.type].size(); i++) {if (GeneralAttack[nweapon.type][i] == 'a') {cout << "你";} else if (GeneralAttack[nweapon.type][i] == 'x') {color(nweapon.lv);cout << nweapon.name;color(16);} else if (GeneralAttack[nweapon.type][i] == 'b') {cout << people[attackwho].name;} else {cout << GeneralAttack[nweapon.type][i];}}cout << endl << endl;if (rand() % 10000 < people[attackwho].dodge - hit) {cout << people[attackwho].name << "轻轻一跳,躲过了着一招" << endl;} else {int ran = rand() % 40 - 20;if (nweapon.type == "拳") {if (damage + ran - people[attackwho].defense < 0) {cout << "你在对方身上照成了一块於,造成0点伤害!" << endl;} else {cout << "你在对方身上照成了一块於,造成" << damage + ran -people[attackwho].defense << "点伤害!" << endl;people[attackwho].health -= damage + ran - people[attackwho].defense;inroom.people[peoplei[attackwho]].health -= damage + ran -people[attackwho].defense;room[nowroomi].people[peoplei[attackwho]].health -= damage + ran -people[attackwho].defense;}} else {if (damage + ran - people[attackwho].defense < 0) {cout << "你手中";color(nweapon.lv);cout << nweapon.name;color(16);cout << "击中对方手部,造成0点伤害!" << endl;} else {cout << "你手中";color(nweapon.lv);cout << nweapon.name;color(16);cout << "击中对方手部,造成" << damage + ran - people[attackwho].defense <<"点伤害!" << endl;people[attackwho].health -= damage + ran - people[attackwho].defense;inroom.people[peoplei[attackwho]].health -= damage + ran -people[attackwho].defense;room[nowroomi].people[peoplei[attackwho]].health -= damage + ran -people[attackwho].defense;}}if (people[attackwho].health > people[attackwho].maxhealth / 6 * 5) {cout << "(";color(10);cout << people[attackwho].name << "看起来一点也不累,充满了活力";color(16);cout << ")" << endl;} else if (people[attackwho].health > people[attackwho].maxhealth / 6 * 4) {cout << "(";color(14);cout << people[attackwho].name << "看上去受了一点小伤,但并不碍事";color(16);cout << ")" << endl;} else if (people[attackwho].health > people[attackwho].maxhealth / 6 * 3) {cout << "(";color(14);cout << people[attackwho].name << "气喘吁吁,有点累了";color(16);cout << ")" << endl;} else if (people[attackwho].health > people[attackwho].maxhealth / 6 * 2) {cout << "(";color(12);cout << people[attackwho].name << "摇头晃脑,但还能支撑一会";color(16);cout << ")" << endl;} else if (people[attackwho].health > people[attackwho].maxhealth / 6) {cout << "(";color(12);cout << people[attackwho].name << "已经力不从心,随时都可能倒下";color(16);cout << ")" << endl;} else {cout << "(";color(4);cout << people[attackwho].name << "已如风中残烛,生命危在旦夕";color(16);cout << ")" << endl;}if (people[attackwho].health <= 0) {cout << people[attackwho].name << "大叫一声,倒在地上,死了!" << endl;killnum++;make_corpse(people[attackwho], people[attackwho].weapon);for (int i = 0; i < 100; i++) {if (inroom.weapon[i].name == "") {inroom.weapon[i] = people[attackwho].dropweapon;room[nowroomi].weapon[i] = people[attackwho].dropweapon;break;}}for (int i = 0; i < 100; i++) {if (inroom.thing[i].name == "") {inroom.thing[i] = people[attackwho].dropthing;room[nowroomi].thing[i] = people[attackwho].dropthing;break;}}for (int i = 0; i < 100; i++) {if (inroom.book[i].name == "") {inroom.book[i] = people[attackwho].dropbook;room[nowroomi].book[i] = people[attackwho].dropbook;break;}}die[attackwho] = true;lastpeople--;if (lastpeople == 0) {for (int i = 0; i < peoplenum; i++) {room[nowroomi].people[peoplei[i]].canmove = cm[i];inroom.people[peoplei[i]].canmove = cm[i];}return 0;}}}} else if (cooldown[which] == 0 && myskill[which].weapon == nweapon.type&& myskill[which].forceneed <= force) {force -= myskill[which].forceneed;cooldown[which] = myskill[which].cooldown;for (int i = 0; i < myskill[which].use.size(); i++) {if (myskill[which].use[i] == 'w') {color(nweapon.lv);cout << nweapon.name;color(16);} else if (myskill[which].use[i] == 'e') {cout << people[attackwho].name;} else if (myskill[which].use[i] == 'q') {color(people[attackwho].weapon.lv);cout << people[attackwho].weapon.name;color(16);} else if (myskill[which].use[i] == '1') {color(1);} else if (myskill[which].use[i] == '2') {color(2);} else if (myskill[which].use[i] == '3') {color(3);} else if (myskill[which].use[i] == '4') {color(4);} else if (myskill[which].use[i] == '5') {color(5);} else if (myskill[which].use[i] == '6') {color(6);} else if (myskill[which].use[i] == '7') {color(7);} else if (myskill[which].use[i] == '8') {color(8);} else if (myskill[which].use[i] == '9') {color(9);} else if (myskill[which].use[i] == 's') {color(16);} else {cout << myskill[which].use[i];}}cout << endl;cout << "使用了";color(1);cout << myskill[which].forceneed;color(16);cout << "点内力,剩余";color(6);cout << force;color(16);cout << "点";cout << endl;for (int i = 0; i < myskill[which].attacknum; i++) {if (rand() % 10000 < people[attackwho].dodge - hit) {cout << "对方轻轻一跳,躲过了着一招" << endl;} else {int ran = rand() % 40 - 20;if (nweapon.type == "拳") {if (myskill[which].damage + ran - people[attackwho].defense < 0) {cout << "你在对方身上照成了一块於,造成0点伤害!" << endl;} else {cout << "你在对方身上照成了一块於,造成" << myskill[which].damage + ran -people[attackwho].defense << "点伤害!" << endl;people[attackwho].health -= myskill[which].damage + ran -people[attackwho].defense;inroom.people[peoplei[attackwho]].health -= damage + ran -people[attackwho].defense;room[nowroomi].people[peoplei[attackwho]].health -= damage + ran -people[attackwho].defense;}} else {if (myskill[which].damage + ran - people[attackwho].defense < 0) {cout << "你手中";color(nweapon.lv);cout << nweapon.name;color(16);cout << "击中对方手部,造成0点伤害!" << endl;} else {cout << "你手中";color(nweapon.lv);cout << nweapon.name;color(16);cout << "击中对方手部,造成" << myskill[which].damage + ran -people[attackwho].defense << "点伤害!" << endl;people[attackwho].health -= myskill[which].damage + ran -people[attackwho].defense;inroom.people[peoplei[attackwho]].health -= damage + ran -people[attackwho].defense;room[nowroomi].people[peoplei[attackwho]].health -= damage + ran -people[attackwho].defense;}}if (people[attackwho].health > people[attackwho].maxhealth / 6 * 5) {cout << "(";color(10);cout << people[attackwho].name << "看起来一点也不累,充满了活力";color(16);cout << ")" << endl;} else if (people[attackwho].health > people[attackwho].maxhealth / 6 * 4) {cout << "(";color(14);cout << people[attackwho].name << "看上去受了一点小伤,但并不碍事";color(16);cout << ")" << endl;} else if (people[attackwho].health > people[attackwho].maxhealth / 6 * 3) {cout << "(";color(14);cout << people[attackwho].name << "气喘吁吁,有点累了";color(16);cout << ")" << endl;} else if (people[attackwho].health > people[attackwho].maxhealth / 6 * 2) {cout << "(";color(12);cout << people[attackwho].name << "摇头晃脑,但还能支撑一会";color(16);cout << ")" << endl;} else if (people[attackwho].health > people[attackwho].maxhealth / 6) {cout << "(";color(12);cout << people[attackwho].name << "已经力不从心,随时都可能倒下";color(16);cout << ")" << endl;} else {cout << "(";color(4);cout << people[attackwho].name << "已如风中残烛,生命危在旦夕";color(16);cout << ")" << endl;}if (people[attackwho].health <= 0) {cout << people[attackwho].name << "大叫一声,倒在地上,死了!" << endl;make_corpse(people[attackwho], people[attackwho].weapon);killnum++;for (int i = 0; i < 100; i++) {if (inroom.weapon[i].name == "") {inroom.weapon[i] = people[attackwho].dropweapon;room[nowroomi].weapon[i] = people[attackwho].dropweapon;break;}}for (int i = 0; i < 100; i++) {if (inroom.thing[i].name == "") {inroom.thing[i] = people[attackwho].dropthing;room[nowroomi].thing[i] = people[attackwho].dropthing;break;}}for (int i = 0; i < 100; i++) {if (inroom.book[i].name == "") {inroom.book[i] = people[attackwho].dropbook;room[nowroomi].book[i] = people[attackwho].dropbook;break;}}die[attackwho] = true;lastpeople--;if (lastpeople == 0) {for (int i = 0; i < peoplenum; i++) {room[nowroomi].people[peoplei[i]].canmove = cm[i];inroom.people[peoplei[i]].canmove = cm[i];}return 0;}break;}}}} else {for (int i = 0; i < GeneralAttack[nweapon.type].size(); i++) {if (GeneralAttack[nweapon.type][i] == 'a') {cout << "你";} else if (GeneralAttack[nweapon.type][i] == 'x') {color(nweapon.lv);cout << nweapon.name;color(16);} else if (GeneralAttack[nweapon.type][i] == 'b') {cout << people[attackwho].name;} else {cout << GeneralAttack[nweapon.type][i];}}cout << endl << endl;if (rand() % 10000 < people[attackwho].dodge - hit) {cout << people[attackwho].name << "轻轻一跳,躲过了着一招" << endl;} else {int ran = rand() % 40 - 20;if (nweapon.type == "拳") {if (damage + ran - people[attackwho].defense < 0) {cout << "你在对方身上照成了一块於,造成0点伤害!" << endl;} else {cout << "你在对方身上照成了一块於,造成" << damage + ran -people[attackwho].defense << "点伤害!" << endl;people[attackwho].health -= damage + ran - people[attackwho].defense;inroom.people[peoplei[attackwho]].health -= damage + ran -people[attackwho].defense;room[nowroomi].people[peoplei[attackwho]].health -= damage + ran -people[attackwho].defense;}} else {if (damage + ran - people[attackwho].defense < 0) {cout << "你手中";color(nweapon.lv);cout << nweapon.name;color(16);cout << "击中对方手部,造成0点伤害!" << endl;} else {cout << "你手中";color(nweapon.lv);cout << nweapon.name;color(16);cout << "击中对方手部,造成" << damage + ran - people[attackwho].defense <<"点伤害!" << endl;people[attackwho].health -= damage + ran - people[attackwho].defense;inroom.people[peoplei[attackwho]].health -= damage + ran -people[attackwho].defense;room[nowroomi].people[peoplei[attackwho]].health -= damage + ran -people[attackwho].defense;}}if (people[attackwho].health > people[attackwho].maxhealth / 6 * 5) {cout << "(";color(10);cout << people[attackwho].name << "看起来一点也不累,充满了活力";color(16);cout << ")" << endl;} else if (people[attackwho].health > people[attackwho].maxhealth / 6 * 4) {cout << "(";color(14);cout << people[attackwho].name << "看上去受了一点小伤,但并不碍事";color(16);cout << ")" << endl;} else if (people[attackwho].health > people[attackwho].maxhealth / 6 * 3) {cout << "(";color(14);cout << people[attackwho].name << "气喘吁吁,有点累了";color(16);cout << ")" << endl;} else if (people[attackwho].health > people[attackwho].maxhealth / 6 * 2) {cout << "(";color(12);cout << people[attackwho].name << "摇头晃脑,但还能支撑一会";color(16);cout << ")" << endl;} else if (people[attackwho].health > people[attackwho].maxhealth / 6) {cout << "(";color(12);cout << people[attackwho].name << "已经力不从心,随时都可能倒下";color(16);cout << ")" << endl;} else {cout << "(";color(4);cout << people[attackwho].name << "已如风中残烛,生命危在旦夕";color(16);cout << ")" << endl;}if (people[attackwho].health <= 0) {cout << people[attackwho].name << "大叫一声,倒在地上,死了!" << endl;make_corpse(people[attackwho], people[attackwho].weapon);killnum++;for (int i = 0; i < 100; i++) {if (inroom.weapon[i].name == "") {inroom.weapon[i] = people[attackwho].dropweapon;room[nowroomi].weapon[i] = people[attackwho].dropweapon;break;}}for (int i = 0; i < 100; i++) {if (inroom.thing[i].name == "") {inroom.thing[i] = people[attackwho].dropthing;room[nowroomi].thing[i] = people[attackwho].dropthing;break;}}for (int i = 0; i < 100; i++) {if (inroom.book[i].name == "") {inroom.book[i] = people[attackwho].dropbook;room[nowroomi].book[i] = people[attackwho].dropbook;break;}}die[attackwho] = true;lastpeople--;if (lastpeople == 0) {for (int i = 0; i < peoplenum; i++) {room[nowroomi].people[peoplei[i]].canmove = cm[i];inroom.people[peoplei[i]].canmove = cm[i];}return 0;}}}}bool canuse = false;int i;for (i = 0; i < people[attackwho].skillsnum; i++) {if (hcooldown[i] == 0) {canuse = true;break;}}cout << endl;for (int x = 0; x < peoplenum; x++) {if (!die[x]) {if (canuse) {hcooldown[i] = people[x].skills[i].cooldown;for (int j = 0; j < people[x].skills[i].use.size(); j++) {if (people[x].skills[i].use[j] == 'w') {color(nweapon.lv);cout << nweapon.name;color(16);} else if (people[x].skills[i].use[j] == 'e') {cout << people[x].name;} else if (people[x].skills[i].use[j] == 'q') {color(people[x].weapon.lv);cout << people[x].weapon.name;color(16);} else if (people[x].skills[i].use[j] == '1') {color(1);} else if (people[x].skills[i].use[j] == '2') {color(2);} else if (people[x].skills[i].use[j] == '3') {color(3);} else if (people[x].skills[i].use[j] == '4') {color(4);} else if (people[x].skills[i].use[j] == '5') {color(5);} else if (people[x].skills[i].use[j] == '6') {color(6);} else if (people[x].skills[i].use[j] == '7') {color(7);} else if (people[x].skills[i].use[j] == '8') {color(8);} else if (people[x].skills[i].use[j] == '9') {color(9);} else if (people[x].skills[i].use[j] == 's') {color(16);} else {cout << people[x].skills[i].use[j];}}cout << endl;for (int j = 0; j < people[x].skills[i].attacknum; j++) {if (rand() % 10000 < dodge - people[x].hit) {if (nowdodgeskill.name != "") {for (int k = 0; k < nowdodgeskill.use.size(); k++) {if (nowdodgeskill.use[k] == 'w') {color(nweapon.lv);cout << nweapon.name;color(16);} else if (nowdodgeskill.use[k] == 'e') {cout << people[x].name;} else if (nowdodgeskill.use[k] == 'q') {color(people[x].weapon.lv);cout << people[x].weapon.name;color(16);} else if (nowdodgeskill.use[k] == '1') {color(1);} else if (nowdodgeskill.use[k] == '2') {color(2);} else if (nowdodgeskill.use[k] == '3') {color(3);} else if (nowdodgeskill.use[k] == '4') {color(4);} else if (nowdodgeskill.use[k] == '5') {color(5);} else if (nowdodgeskill.use[k] == '6') {color(6);} else if (nowdodgeskill.use[k] == '7') {color(7);} else if (nowdodgeskill.use[k] == '8') {color(8);} else if (nowdodgeskill.use[k] == '9') {color(9);} else if (nowdodgeskill.use[k] == 's') {color(16);} else {cout << nowdodgeskill.use[k];}}cout << endl;} else {cout << " 你轻轻一跳,躲过了着一招" << endl;}} else {int ran = rand() % 40 - 20;if (people[x].weapon.type == "拳") {if (people[x].skills[i].damage + ran - defense < 0) {cout << people[x].name << "在你身上照成了一块於,造成0点伤害!" << endl;} else {cout << people[x].name << "在你身上照成了一块於,造成" <<people[x].skills[i].damage + ran - defense << "点伤害!" << endl;health -= people[x].skills[i].damage + ran - defense;}} else {if (people[x].skills[i].damage + ran - defense < 0) {cout << people[x].name << "手中";color(people[x].weapon.lv);cout << people[x].weapon.name;color(16);cout << "击中对方手部,造成0点伤害!" << endl;} else {cout << people[x].name << "手中";color(people[x].weapon.lv);cout << people[x].weapon.name;color(16);cout << "击中对方手部,造成" << people[x].skills[i].damage + ran - defense <<"点伤害!" << endl;health -= people[x].skills[i].damage + ran - defense;}}if (health > maxhealth / 6 * 5) {cout << "(";color(10);cout << "你看起来一点也不累,充满了活力";color(16);cout << ")" << endl;} else if (health > maxhealth / 6 * 4) {cout << "(";color(14);cout << "你看上去受了一点小伤,但并不碍事";color(16);cout << ")" << endl;} else if (health > maxhealth / 6 * 3) {cout << "(";color(14);cout << "你气喘吁吁,有点累了";color(16);cout << ")" << endl;} else if (health > maxhealth / 6 * 2) {cout << "(";color(12);cout << "你摇头晃脑,但还能支撑一会";color(16);cout << ")" << endl;} else if (health > maxhealth / 6) {cout << "(";color(12);cout << "你已经力不从心,随时都可能倒下";color(16);cout << ")" << endl;} else {cout << "(";color(4);cout << "你已如风中残烛,生命危在旦夕";color(16);cout << ")" << endl;}if (health <= 0) {cout << "你大叫一声,倒在地上,死了!" << endl;make_corpse(me, nweapon);for (int i = 0; i < peoplenum; i++) {room[nowroomi].people[peoplei[i]].canmove = cm[i];inroom.people[peoplei[i]].canmove = cm[i];}return 1;} else if (isrebound) {int att = people[x].skills[i].damage * reboundnum / 1000 + ran -people[x].defense;if (att < 0) {att = 0;}cout << "你抽出";color(nweapon.lv);cout << nweapon.name;color(16);cout << "一挡,对方手中";color(people[x].weapon.lv);cout << people[x].weapon.name;color(16);cout << "往后一弹,把伤害打到了自己身上,造成" << att << "点伤害!" << endl;people[x].health -= att;inroom.people[peoplei[x]].health -= att;room[nowroomi].people[peoplei[x]].health -= att;if (people[x].health > people[x].maxhealth / 6 * 5) {cout << "(";color(10);cout << people[x].name << "看起来一点也不累,充满了活力";color(16);cout << ")" << endl;} else if (people[x].health > people[x].maxhealth / 6 * 4) {cout << "(";color(14);cout << people[x].name << "看上去受了一点小伤,但并不碍事";color(16);cout << ")" << endl;} else if (people[x].health > people[x].maxhealth / 6 * 3) {cout << "(";color(14);cout << people[x].name << "气喘吁吁,有点累了";color(16);cout << ")" << endl;} else if (people[x].health > people[x].maxhealth / 6 * 2) {cout << "(";color(12);cout << people[x].name << "摇头晃脑,但还能支撑一会";color(16);cout << ")" << endl;} else if (people[x].health > people[x].maxhealth / 6) {cout << "(";color(12);cout << people[x].name << "已经力不从心,随时都可能倒下";color(16);cout << ")" << endl;} else {cout << "(";color(4);cout << people[x].name << "已如风中残烛,生命危在旦夕";color(16);cout << ")" << endl;}if (people[x].health <= 0) {cout << people[x].name << "大叫一声,倒在地上,死了!" << endl;killnum++;make_corpse(people[x], people[x].weapon);for (int i = 0; i < 100; i++) {if (inroom.weapon[i].name == "") {inroom.weapon[i] = people[x].dropweapon;room[nowroomi].weapon[i] = people[x].dropweapon;break;}}for (int i = 0; i < 100; i++) {if (inroom.thing[i].name == "") {inroom.thing[i] = people[x].dropthing;room[nowroomi].thing[i] = people[x].dropthing;break;}}for (int i = 0; i < 100; i++) {if (inroom.book[i].name == "") {inroom.book[i] = people[x].dropbook;room[nowroomi].book[i] = people[x].dropbook;break;}}die[x] = true;lastpeople--;if (lastpeople == 0) {for (int i = 0; i < peoplenum; i++) {room[nowroomi].people[peoplei[i]].canmove = cm[i];inroom.people[peoplei[i]].canmove = cm[i];}return 0;}}}}}} else {for (int j = 0; j < GeneralAttack[people[x].weapon.type].size(); j++) {if (GeneralAttack[people[x].weapon.type][j] == 'a') {cout << people[x].name;} else if (GeneralAttack[people[x].weapon.type][j] == 'x') {color(people[x].weapon.lv);cout << people[x].weapon.name;color(16);} else if (GeneralAttack[people[x].weapon.type][j] == 'b') {cout << "你";} else {cout << GeneralAttack[people[x].weapon.type][j];}}cout << endl << endl;if (rand() % 10000 < dodge - people[x].hit) {if (nowdodgeskill.name != "") {for (int k = 0; k < nowdodgeskill.use.size(); k++) {if (nowdodgeskill.use[k] == 'w') {color(nweapon.lv);cout << nweapon.name;color(16);} else if (nowdodgeskill.use[k] == 'e') {cout << people[x].name;} else if (nowdodgeskill.use[k] == 'q') {color(people[x].weapon.lv);cout << people[x].weapon.name;color(16);} else if (nowdodgeskill.use[k] == '1') {color(1);} else if (nowdodgeskill.use[k] == '2') {color(2);} else if (nowdodgeskill.use[k] == '3') {color(3);} else if (nowdodgeskill.use[k] == '4') {color(4);} else if (nowdodgeskill.use[k] == '5') {color(5);} else if (nowdodgeskill.use[k] == '6') {color(6);} else if (nowdodgeskill.use[k] == '7') {color(7);} else if (nowdodgeskill.use[k] == '8') {color(8);} else if (nowdodgeskill.use[k] == '9') {color(9);} else if (nowdodgeskill.use[k] == 's') {color(16);} else {cout << nowdodgeskill.use[k];}}cout << endl;} else {cout << " 你轻轻一跳,躲过了着一招" << endl;}} else {int ran = rand() % 40 - 20;if (people[x].weapon.type == "拳") {if (people[x].damage + ran - defense < 0) {cout << people[x].name << "在你身上照成了一块於,造成0点伤害!" << endl;} else {cout << people[x].name << "在你身上照成了一块於,造成" << people[x].damage + ran- defense << "点伤害!" << endl;health -= people[x].damage + ran - defense;}} else {if (people[x].damage + ran - defense < 0) {cout << people[x].name << "手中";color(people[x].weapon.lv);cout << people[x].weapon.name;color(16);cout << "击中对方手部,造成0点伤害!" << endl;} else {cout << people[x].name << "手中";color(people[x].weapon.lv);cout << people[x].weapon.name;color(16);cout << "击中对方手部,造成" << people[x].damage + ran - defense << "点伤害!"<< endl;health -= people[x].damage + ran - defense;}}if (health > maxhealth / 6 * 5) {cout << "(";color(10);cout << "你看起来一点也不累,充满了活力";color(16);cout << ")" << endl;} else if (health > maxhealth / 6 * 4) {cout << "(";color(14);cout << "你看上去受了一点小伤,但并不碍事";color(16);cout << ")" << endl;} else if (health > maxhealth / 6 * 3) {cout << "(";color(14);cout << "你气喘吁吁,有点累了";color(16);cout << ")" << endl;} else if (health > maxhealth / 6 * 2) {cout << "(";color(12);cout << "你摇头晃脑,但还能支撑一会";color(16);cout << ")" << endl;} else if (health > maxhealth / 6) {cout << "(";color(12);cout << "你已经力不从心,随时都可能倒下";color(16);cout << ")" << endl;} else {cout << "(";color(4);cout << "你已如风中残烛,生命危在旦夕";color(16);cout << ")" << endl;}if (health <= 0) {cout << "你大叫一声,倒在地上,死了!" << endl;make_corpse(me, nweapon);for (int i = 0; i < peoplenum; i++) {room[nowroomi].people[peoplei[i]].canmove = cm[i];inroom.people[peoplei[i]].canmove = cm[i];}return 1;} else if (isrebound) {int att = people[x].damage * reboundnum / 1000 + ran - people[x].defense;if (att < 0) {att = 0;}cout << "你抽出";color(nweapon.lv);cout << nweapon.name;color(16);cout << "一挡,对方手中";color(people[x].weapon.lv);cout << people[x].weapon.name;color(16);cout << "往后一弹,把伤害打到了自己身上,造成" << att << "点伤害!" << endl;people[x].health -= att;inroom.people[peoplei[x]].health -= att;room[nowroomi].people[peoplei[x]].health -= att;if (people[x].health > people[x].maxhealth / 6 * 5) {cout << "(";color(10);cout << people[x].name << "看起来一点也不累,充满了活力";color(16);cout << ")" << endl;} else if (people[x].health > people[x].maxhealth / 6 * 4) {cout << "(";color(14);cout << people[x].name << "看上去受了一点小伤,但并不碍事";color(16);cout << ")" << endl;} else if (people[x].health > people[x].maxhealth / 6 * 3) {cout << "(";color(14);cout << people[x].name << "气喘吁吁,有点累了";color(16);cout << ")" << endl;} else if (people[x].health > people[x].maxhealth / 6 * 2) {cout << "(";color(12);cout << people[x].name << "摇头晃脑,但还能支撑一会";color(16);cout << ")" << endl;} else if (people[x].health > people[x].maxhealth / 6) {cout << "(";color(12);cout << people[x].name << "已经力不从心,随时都可能倒下";color(16);cout << ")" << endl;} else {cout << "(";color(4);cout << people[x].name << "已如风中残烛,生命危在旦夕";color(16);cout << ")" << endl;}if (people[x].health <= 0) {cout << people[x].name << "大叫一声,倒在地上,死了!" << endl;killnum++;make_corpse(people[x], people[x].weapon);for (int i = 0; i < 100; i++) {if (inroom.weapon[i].name == "") {inroom.weapon[i] = people[x].dropweapon;room[nowroomi].weapon[i] = people[x].dropweapon;break;}}for (int i = 0; i < 100; i++) {if (inroom.thing[i].name == "") {inroom.thing[i] = people[x].dropthing;room[nowroomi].thing[i] = people[x].dropthing;break;}}for (int i = 0; i < 100; i++) {if (inroom.book[i].name == "") {inroom.book[i] = people[x].dropbook;room[nowroomi].book[i] = people[x].dropbook;break;}}die[x] = true;lastpeople--;if (lastpeople == 0) {for (int i = 0; i < peoplenum; i++) {room[nowroomi].people[peoplei[i]].canmove = cm[i];inroom.people[peoplei[i]].canmove = cm[i];}return 0;}}}}}}}for (int i = 0; i < 100; i++) {if (cooldown[i] != 0) {cooldown[i] -= 1;}if (hcooldown[i] != 0) {hcooldown[i] -= 1;}}}return 0;
}
int fightall(pe people[100], int peoplenum, int peoplei[100]) {bool cm[100];for (int i = 0; i < peoplenum; i++) {cm[i] = inroom.people[peoplei[i]].canmove;room[nowroomi].people[peoplei[i]].canmove = false;inroom.people[peoplei[i]].canmove = false;}int yell = rand() % 3;int lastpeople = peoplenum;bool die[100];for (int i = 0; i < 100; i++) {die[i] = false;}cout << "你说:「";color(12);cout << "在下" << myname << ",敢问大侠是否愿意跟我比试一下?";color(16);cout << "」" << endl;int cooldown[100];int hcooldown[100];experience += rand() % 3;potential += rand() % 6;for (int i = 0; i < 100; i++) {cooldown[i] = 0;hcooldown[i] = 0;}while (1) {for (int i = 0; i < peoplenum; i++) {if (!die[i]) {cout << people[i].Englishname << "[" << people[i].health << "/" <<people[i].maxhealth << "]" << endl;}}cout << "请输入攻击者:";string who;cin >> who;int attackwho;for (int i = 0; i < peoplenum; i++) {if (!die[i]) {attackwho = i;break;}}for (int i = 0; i < peoplenum; i++) {if (people[i].Englishname == who && !die[i]) {attackwho = i;break;}}cout << "-1,普攻 技能:名字<冷却>[内力使用]" << endl;for (int i = 0; i < 100; i++) {if ((nweapon.type == myskill[i].weapon || myskill[i].weapon == "无")&& myskill[i].isattack == true) {cout << i << "," << myskill[i].name << "<" << cooldown[i] << ">[" <<myskill[i].forceneed << "] ";}}int which;cin >> which;if (which == -1) {for (int i = 0; i < GeneralAttack[nweapon.type].size(); i++) {if (GeneralAttack[nweapon.type][i] == 'a') {cout << "你";} else if (GeneralAttack[nweapon.type][i] == 'x') {color(nweapon.lv);cout << nweapon.name;color(16);} else if (GeneralAttack[nweapon.type][i] == 'b') {cout << people[attackwho].name;} else {cout << GeneralAttack[nweapon.type][i];}}cout << endl << endl;if (rand() % 10000 < people[attackwho].dodge - hit) {cout << people[attackwho].name << "轻轻一跳,躲过了着一招" << endl;} else {int ran = rand() % 40 - 20;if (nweapon.type == "拳") {if (damage + ran - people[attackwho].defense < 0) {cout << "你在对方身上照成了一块於,造成0点伤害!" << endl;} else {cout << "你在对方身上照成了一块於,造成" << damage + ran -people[attackwho].defense << "点伤害!" << endl;people[attackwho].health -= damage + ran - people[attackwho].defense;inroom.people[peoplei[attackwho]].health -= damage + ran -people[attackwho].defense;room[nowroomi].people[peoplei[attackwho]].health -= damage + ran -people[attackwho].defense;}} else {if (damage + ran - people[attackwho].defense < 0) {cout << "你手中";color(nweapon.lv);cout << nweapon.name;color(16);cout << "击中对方手部,造成0点伤害!" << endl;} else {cout << "你手中";color(nweapon.lv);cout << nweapon.name;color(16);cout << "击中对方手部,造成" << damage + ran - people[attackwho].defense <<"点伤害!" << endl;people[attackwho].health -= damage + ran - people[attackwho].defense;inroom.people[peoplei[attackwho]].health -= damage + ran -people[attackwho].defense;room[nowroomi].people[peoplei[attackwho]].health -= damage + ran -people[attackwho].defense;}}if (people[attackwho].health > people[attackwho].maxhealth / 6 * 5) {cout << "(";color(10);cout << people[attackwho].name << "看起来一点也不累,充满了活力";color(16);cout << ")" << endl;} else if (people[attackwho].health > people[attackwho].maxhealth / 6 * 4) {cout << "(";color(14);cout << people[attackwho].name << "看上去受了一点小伤,但并不碍事";color(16);cout << ")" << endl;} else if (people[attackwho].health > people[attackwho].maxhealth / 6 * 3) {cout << "(";color(14);cout << people[attackwho].name << "气喘吁吁,有点累了";color(16);cout << ")" << endl;} else if (people[attackwho].health > people[attackwho].maxhealth / 6 * 2) {cout << "(";color(12);cout << people[attackwho].name << "摇头晃脑,但还能支撑一会";color(16);cout << ")" << endl;} else if (people[attackwho].health > people[attackwho].maxhealth / 6) {cout << "(";color(12);cout << people[attackwho].name << "已经力不从心,随时都可能倒下";color(16);cout << ")" << endl;} else {cout << "(";color(4);cout << people[attackwho].name << "已如风中残烛,生命危在旦夕";color(16);cout << ")" << endl;}if (people[attackwho].health <= 0) {cout << people[attackwho].name << "说:在下武艺实在不如大侠!" << endl;inroom.people[peoplei[attackwho]].health =inroom.people[peoplei[attackwho]].maxhealth / 2;room[nowroomi].people[peoplei[attackwho]].health =inroom.people[peoplei[attackwho]].health;lastpeople--;die[attackwho] = true;if (lastpeople == 0) {for (int i = 0; i < peoplenum; i++) {room[nowroomi].people[peoplei[i]].canmove = cm[i];inroom.people[peoplei[i]].canmove = cm[i];}return 0;}}}} else if (cooldown[which] == 0 && myskill[which].weapon == nweapon.type&& myskill[which].forceneed <= force) {force -= myskill[which].forceneed;cooldown[which] = myskill[which].cooldown;for (int i = 0; i < myskill[which].use.size(); i++) {if (myskill[which].use[i] == 'w') {color(nweapon.lv);cout << nweapon.name;color(16);} else if (myskill[which].use[i] == 'e') {cout << people[attackwho].name;} else if (myskill[which].use[i] == 'q') {color(people[attackwho].weapon.lv);cout << people[attackwho].weapon.name;color(16);} else if (myskill[which].use[i] == '1') {color(1);} else if (myskill[which].use[i] == '2') {color(2);} else if (myskill[which].use[i] == '3') {color(3);} else if (myskill[which].use[i] == '4') {color(4);} else if (myskill[which].use[i] == '5') {color(5);} else if (myskill[which].use[i] == '6') {color(6);} else if (myskill[which].use[i] == '7') {color(7);} else if (myskill[which].use[i] == '8') {color(8);} else if (myskill[which].use[i] == '9') {color(9);} else if (myskill[which].use[i] == 's') {color(16);} else {cout << myskill[which].use[i];}}cout << endl;cout << "使用了";color(1);cout << myskill[which].forceneed;color(16);cout << "点内力,剩余";color(6);cout << force;color(16);cout << "点";cout << endl;for (int i = 0; i < myskill[which].attacknum; i++) {if (rand() % 10000 < people[attackwho].dodge - hit) {cout << "对方轻轻一跳,躲过了着一招" << endl;} else {int ran = rand() % 40 - 20;if (nweapon.type == "拳") {if (myskill[which].damage + ran - people[attackwho].defense < 0) {cout << "你在对方身上照成了一块於,造成0点伤害!" << endl;} else {cout << "你在对方身上照成了一块於,造成" << myskill[which].damage + ran -people[attackwho].defense << "点伤害!" << endl;people[attackwho].health -= myskill[which].damage + ran -people[attackwho].defense;inroom.people[peoplei[attackwho]].health -= damage + ran -people[attackwho].defense;room[nowroomi].people[peoplei[attackwho]].health -= damage + ran -people[attackwho].defense;}} else {if (myskill[which].damage + ran - people[attackwho].defense < 0) {cout << "你手中";color(nweapon.lv);cout << nweapon.name;color(16);cout << "击中对方手部,造成0点伤害!" << endl;} else {cout << "你手中";color(nweapon.lv);cout << nweapon.name;color(16);cout << nweapon.name << "击中对方手部,造成" << myskill[which].damage + ran -people[attackwho].defense << "点伤害!" << endl;people[attackwho].health -= myskill[which].damage + ran -people[attackwho].defense;inroom.people[peoplei[attackwho]].health -= damage + ran -people[attackwho].defense;room[nowroomi].people[peoplei[attackwho]].health -= damage + ran -people[attackwho].defense;}}if (people[attackwho].health > people[attackwho].maxhealth / 6 * 5) {cout << "(";color(10);cout << people[attackwho].name << "看起来一点也不累,充满了活力";color(16);cout << ")" << endl;} else if (people[attackwho].health > people[attackwho].maxhealth / 6 * 4) {cout << "(";color(14);cout << people[attackwho].name << "看上去受了一点小伤,但并不碍事";color(16);cout << ")" << endl;} else if (people[attackwho].health > people[attackwho].maxhealth / 6 * 3) {cout << "(";color(14);cout << people[attackwho].name << "气喘吁吁,有点累了";color(16);cout << ")" << endl;} else if (people[attackwho].health > people[attackwho].maxhealth / 6 * 2) {cout << "(";color(12);cout << people[attackwho].name << "摇头晃脑,但还能支撑一会";color(16);cout << ")" << endl;} else if (people[attackwho].health > people[attackwho].maxhealth / 6) {cout << "(";color(12);cout << people[attackwho].name << "已经力不从心,随时都可能倒下";color(16);cout << ")" << endl;} else {cout << "(";color(4);cout << people[attackwho].name << "已如风中残烛,生命危在旦夕";color(16);cout << ")" << endl;}if (people[attackwho].health <= 0) {cout << people[attackwho].name << "说:在下武艺实在不如大侠!" << endl;inroom.people[peoplei[attackwho]].health =inroom.people[peoplei[attackwho]].maxhealth / 2;room[nowroomi].people[peoplei[attackwho]].health =inroom.people[peoplei[attackwho]].health;lastpeople--;die[attackwho] = true;if (lastpeople == 0) {for (int i = 0; i < peoplenum; i++) {room[nowroomi].people[peoplei[i]].canmove = cm[i];inroom.people[peoplei[i]].canmove = cm[i];}return 0;}break;}}}} else {for (int i = 0; i < GeneralAttack[nweapon.type].size(); i++) {if (GeneralAttack[nweapon.type][i] == 'a') {cout << "你";} else if (GeneralAttack[nweapon.type][i] == 'x') {color(nweapon.lv);cout << nweapon.name;color(16);} else if (GeneralAttack[nweapon.type][i] == 'b') {cout << people[attackwho].name;} else {cout << GeneralAttack[nweapon.type][i];}}cout << endl << endl;if (rand() % 10000 < people[attackwho].dodge - hit) {cout << people[attackwho].name << "轻轻一跳,躲过了着一招" << endl;} else {int ran = rand() % 40 - 20;if (nweapon.type == "拳") {if (damage + ran - people[attackwho].defense < 0) {cout << "你在对方身上照成了一块於,造成0点伤害!" << endl;} else {cout << "你在对方身上照成了一块於,造成" << damage + ran -people[attackwho].defense << "点伤害!" << endl;people[attackwho].health -= damage + ran - people[attackwho].defense;inroom.people[peoplei[attackwho]].health -= damage + ran -people[attackwho].defense;room[nowroomi].people[peoplei[attackwho]].health -= damage + ran -people[attackwho].defense;}} else {if (damage + ran - people[attackwho].defense < 0) {cout << "你手中";color(nweapon.lv);cout << nweapon.name;color(16);cout << "击中对方手部,造成0点伤害!" << endl;} else {cout << "你手中";color(nweapon.lv);cout << nweapon.name;color(16);cout << "击中对方手部,造成" << damage + ran - people[attackwho].defense <<"点伤害!" << endl;people[attackwho].health -= damage + ran - people[attackwho].defense;inroom.people[peoplei[attackwho]].health -= damage + ran -people[attackwho].defense;room[nowroomi].people[peoplei[attackwho]].health -= damage + ran -people[attackwho].defense;}}if (people[attackwho].health > people[attackwho].maxhealth / 6 * 5) {cout << "(";color(10);cout << people[attackwho].name << "看起来一点也不累,充满了活力";color(16);cout << ")" << endl;} else if (people[attackwho].health > people[attackwho].maxhealth / 6 * 4) {cout << "(";color(14);cout << people[attackwho].name << "看上去受了一点小伤,但并不碍事";color(16);cout << ")" << endl;} else if (people[attackwho].health > people[attackwho].maxhealth / 6 * 3) {cout << "(";color(14);cout << people[attackwho].name << "气喘吁吁,有点累了";color(16);cout << ")" << endl;} else if (people[attackwho].health > people[attackwho].maxhealth / 6 * 2) {cout << "(";color(12);cout << people[attackwho].name << "摇头晃脑,但还能支撑一会";color(16);cout << ")" << endl;} else if (people[attackwho].health > people[attackwho].maxhealth / 6) {cout << "(";color(12);cout << people[attackwho].name << "已经力不从心,随时都可能倒下";color(16);cout << ")" << endl;} else {cout << "(";color(4);cout << people[attackwho].name << "已如风中残烛,生命危在旦夕";color(16);cout << ")" << endl;}if (people[attackwho].health <= 0) {cout << people[attackwho].name << "说:在下武艺实在不如大侠!" << endl;inroom.people[peoplei[attackwho]].health =inroom.people[peoplei[attackwho]].maxhealth / 2;room[nowroomi].people[peoplei[attackwho]].health =inroom.people[peoplei[attackwho]].health;lastpeople--;die[attackwho] = true;if (lastpeople == 0) {for (int i = 0; i < peoplenum; i++) {room[nowroomi].people[peoplei[i]].canmove = cm[i];inroom.people[peoplei[i]].canmove = cm[i];}return 0;}}}}bool canuse = false;int i;for (i = 0; i < people[attackwho].skillsnum; i++) {if (hcooldown[i] == 0) {canuse = true;break;}}cout << endl;for (int x = 0; x < peoplenum; x++) {if (!die[x]) {if (canuse) {hcooldown[i] = people[x].skills[i].cooldown;for (int j = 0; j < people[x].skills[i].use.size(); j++) {if (people[x].skills[i].use[j] == 'w') {color(nweapon.lv);cout << nweapon.name;color(16);} else if (people[x].skills[i].use[j] == 'e') {cout << people[x].name;} else if (people[x].skills[i].use[j] == 'q') {color(people[x].weapon.lv);cout << people[x].weapon.name;color(16);} else if (people[x].skills[i].use[j] == '1') {color(1);} else if (people[x].skills[i].use[j] == '2') {color(2);} else if (people[x].skills[i].use[j] == '3') {color(3);} else if (people[x].skills[i].use[j] == '4') {color(4);} else if (people[x].skills[i].use[j] == '5') {color(5);} else if (people[x].skills[i].use[j] == '6') {color(6);} else if (people[x].skills[i].use[j] == '7') {color(7);} else if (people[x].skills[i].use[j] == '8') {color(8);} else if (people[x].skills[i].use[j] == '9') {color(9);} else if (people[x].skills[i].use[j] == 's') {color(16);} else {cout << people[x].skills[i].use[j];}}cout << endl;for (int j = 0; j < people[x].skills[i].attacknum; j++) {if (rand() % 10000 < dodge - people[x].hit) {if (nowdodgeskill.name != "") {for (int k = 0; k < nowdodgeskill.use.size(); k++) {if (nowdodgeskill.use[k] == 'w') {color(nweapon.lv);cout << nweapon.name;color(16);} else if (nowdodgeskill.use[k] == 'e') {cout << people[x].name;} else if (nowdodgeskill.use[k] == 'q') {color(people[x].weapon.lv);cout << people[x].weapon.name;color(16);} else if (nowdodgeskill.use[k] == '1') {color(1);} else if (nowdodgeskill.use[k] == '2') {color(2);} else if (nowdodgeskill.use[k] == '3') {color(3);} else if (nowdodgeskill.use[k] == '4') {color(4);} else if (nowdodgeskill.use[k] == '5') {color(5);} else if (nowdodgeskill.use[k] == '6') {color(6);} else if (nowdodgeskill.use[k] == '7') {color(7);} else if (nowdodgeskill.use[k] == '8') {color(8);} else if (nowdodgeskill.use[k] == '9') {color(9);} else if (nowdodgeskill.use[k] == 's') {color(16);} else {cout << nowdodgeskill.use[k];}}cout << endl;} else {cout << " 你轻轻一跳,躲过了着一招" << endl;}} else {int ran = rand() % 40 - 20;if (people[x].weapon.type == "拳") {if (people[x].skills[i].damage + ran - defense < 0) {cout << people[x].name << "在你身上照成了一块於,造成0点伤害!" << endl;} else {cout << people[x].name << "在你身上照成了一块於,造成" <<people[x].skills[i].damage + ran - defense << "点伤害!" << endl;health -= people[x].skills[i].damage + ran - defense;}} else {if (people[x].skills[i].damage + ran - defense < 0) {cout << people[x].name << "手中";color(people[x].weapon.lv);cout << people[x].weapon.name;color(16);cout << "击中对方手部,造成0点伤害!" << endl;} else {cout << people[x].name << "手中";color(people[x].weapon.lv);cout << people[x].weapon.name;color(16);cout << "击中对方手部,造成" << people[x].skills[i].damage + ran - defense <<"点伤害!" << endl;health -= people[x].skills[i].damage + ran - defense;}}if (health > maxhealth / 6 * 5) {cout << "(";color(10);cout << "你看起来一点也不累,充满了活力";color(16);cout << ")" << endl;} else if (health > maxhealth / 6 * 4) {cout << "(";color(14);cout << "你看上去受了一点小伤,但并不碍事";color(16);cout << ")" << endl;} else if (health > maxhealth / 6 * 3) {cout << "(";color(14);cout << "你气喘吁吁,有点累了";color(16);cout << ")" << endl;} else if (health > maxhealth / 6 * 2) {cout << "(";color(12);cout << "你摇头晃脑,但还能支撑一会";color(16);cout << ")" << endl;} else if (health > maxhealth / 6) {cout << "(";color(12);cout << "你已经力不从心,随时都可能倒下";color(16);cout << ")" << endl;} else {cout << "(";color(4);cout << "你已如风中残烛,生命危在旦夕";color(16);cout << ")" << endl;}if (health <= 0) {cout << "你说:在下实力实在不如大侠!" << endl;health = maxhealth / 2;for (int i = 0; i < peoplenum; i++) {room[nowroomi].people[peoplei[i]].canmove = cm[i];inroom.people[peoplei[i]].canmove = cm[i];}return 1;} else if (isrebound) {int att = people[x].skills[i].damage * reboundnum / 1000 + ran -people[x].defense;if (att < 0) {att = 0;}cout << "你抽出";color(nweapon.lv);cout << nweapon.name;color(16);cout << "一挡,对方手中";color(people[x].weapon.lv);cout << people[x].weapon.name;color(16);cout << "往后一弹,把伤害打到了自己身上,造成" << att << "点伤害!" << endl;people[x].health -= att;inroom.people[peoplei[x]].health -= att;room[nowroomi].people[peoplei[x]].health -= att;if (people[x].health > people[x].maxhealth / 6 * 5) {cout << "(";color(10);cout << people[x].name << "看起来一点也不累,充满了活力";color(16);cout << ")" << endl;} else if (people[x].health > people[x].maxhealth / 6 * 4) {cout << "(";color(14);cout << people[x].name << "看上去受了一点小伤,但并不碍事";color(16);cout << ")" << endl;} else if (people[x].health > people[x].maxhealth / 6 * 3) {cout << "(";color(14);cout << people[x].name << "气喘吁吁,有点累了";color(16);cout << ")" << endl;} else if (people[x].health > people[x].maxhealth / 6 * 2) {cout << "(";color(12);cout << people[x].name << "摇头晃脑,但还能支撑一会";color(16);cout << ")" << endl;} else if (people[x].health > people[x].maxhealth / 6) {cout << "(";color(12);cout << people[x].name << "已经力不从心,随时都可能倒下";color(16);cout << ")" << endl;} else {cout << "(";color(4);cout << people[x].name << "已如风中残烛,生命危在旦夕";color(16);cout << ")" << endl;}if (people[x].health <= 0) {cout << people[x].name << "说:在下实力实在不如大侠!" << endl;inroom.people[x].health = inroom.people[x].maxhealth;room[nowroomi].people[x] = inroom.people[x];die[x] = true;lastpeople--;if (lastpeople == 0) {for (int i = 0; i < peoplenum; i++) {room[nowroomi].people[peoplei[i]].canmove = cm[i];inroom.people[peoplei[i]].canmove = cm[i];}return 0;}}}}}} else {for (int j = 0; j < GeneralAttack[people[x].weapon.type].size(); j++) {if (GeneralAttack[people[x].weapon.type][j] == 'a') {cout << people[x].name;} else if (GeneralAttack[people[x].weapon.type][j] == 'x') {color(people[x].weapon.lv);cout << people[x].weapon.name;color(16);} else if (GeneralAttack[people[x].weapon.type][j] == 'b') {cout << "你";} else {cout << GeneralAttack[people[x].weapon.type][j];}}cout << endl << endl;if (rand() % 10000 < dodge - people[x].hit) {if (nowdodgeskill.name != "") {for (int k = 0; k < nowdodgeskill.use.size(); k++) {if (nowdodgeskill.use[k] == 'w') {color(nweapon.lv);cout << nweapon.name;color(16);} else if (nowdodgeskill.use[k] == 'e') {cout << people[x].name;} else if (nowdodgeskill.use[k] == 'q') {color(people[x].weapon.lv);cout << people[x].weapon.name;color(16);} else if (nowdodgeskill.use[k] == '1') {color(1);} else if (nowdodgeskill.use[k] == '2') {color(2);} else if (nowdodgeskill.use[k] == '3') {color(3);} else if (nowdodgeskill.use[k] == '4') {color(4);} else if (nowdodgeskill.use[k] == '5') {color(5);} else if (nowdodgeskill.use[k] == '6') {color(6);} else if (nowdodgeskill.use[k] == '7') {color(7);} else if (nowdodgeskill.use[k] == '8') {color(8);} else if (nowdodgeskill.use[k] == '9') {color(9);} else if (nowdodgeskill.use[k] == 's') {color(16);} else {cout << nowdodgeskill.use[k];}}cout << endl;} else {cout << " 你轻轻一跳,躲过了这一招" << endl;}} else {int ran = rand() % 40 - 20;if (people[x].weapon.type == "拳") {if (people[x].damage + ran - defense < 0) {cout << people[x].name << "在你身上照成了一块於,造成0点伤害!" << endl;} else {cout << people[x].name << "在你身上照成了一块於,造成" << people[x].damage + ran- defense << "点伤害!" << endl;health -= people[x].damage + ran - defense;}} else {if (people[x].damage + ran - defense < 0) {cout << people[x].name << "手中";color(people[x].weapon.lv);cout << people[x].weapon.name;color(16);cout << "击中对方手部,造成0点伤害!" << endl;} else {cout << people[x].name << "手中";color(people[x].weapon.lv);cout << people[x].weapon.name;color(16);cout << "击中对方手部,造成" << people[x].damage + ran - defense << "点伤害!"<< endl;health -= people[x].damage + ran - defense;}}if (health > maxhealth / 6 * 5) {cout << "(";color(10);cout << "你看起来一点也不累,充满了活力";color(16);cout << ")" << endl;} else if (health > maxhealth / 6 * 4) {cout << "(";color(14);cout << "你看上去受了一点小伤,但并不碍事";color(16);cout << ")" << endl;} else if (health > maxhealth / 6 * 3) {cout << "(";color(14);cout << "你气喘吁吁,有点累了";color(16);cout << ")" << endl;} else if (health > maxhealth / 6 * 2) {cout << "(";color(12);cout << "你摇头晃脑,但还能支撑一会";color(16);cout << ")" << endl;} else if (health > maxhealth / 6) {cout << "(";color(12);cout << "你已经力不从心,随时都可能倒下";color(16);cout << ")" << endl;} else {cout << "(";color(4);cout << "你已如风中残烛,生命危在旦夕";color(16);cout << ")" << endl;}if (health <= 0) {cout << "你说:在下实力实在不如大侠!" << endl;health = maxhealth / 2;for (int i = 0; i < peoplenum; i++) {room[nowroomi].people[peoplei[i]].canmove = cm[i];inroom.people[peoplei[i]].canmove = cm[i];}return 1;} else if (isrebound) {int att = people[x].skills[i].damage * reboundnum / 1000 + ran -people[x].defense;if (att < 0) {att = 0;}cout << "你抽出";color(nweapon.lv);cout << nweapon.name;color(16);cout << "一挡,对方手中";color(people[x].weapon.lv);cout << people[x].weapon.name;color(16);cout << "往后一弹,把伤害打到了自己身上,造成" << att << "点伤害!" << endl;people[x].health -= att;inroom.people[peoplei[x]].health -= att;room[nowroomi].people[peoplei[x]].health -= att;if (people[x].health > people[x].maxhealth / 6 * 5) {cout << "(";color(10);cout << people[x].name << "看起来一点也不累,充满了活力";color(16);cout << ")" << endl;} else if (people[x].health > people[x].maxhealth / 6 * 4) {cout << "(";color(14);cout << people[x].name << "看上去受了一点小伤,但并不碍事";color(16);cout << ")" << endl;} else if (people[x].health > people[x].maxhealth / 6 * 3) {cout << "(";color(14);cout << people[x].name << "气喘吁吁,有点累了";color(16);cout << ")" << endl;} else if (people[x].health > people[x].maxhealth / 6 * 2) {cout << "(";color(12);cout << people[x].name << "摇头晃脑,但还能支撑一会";color(16);cout << ")" << endl;} else if (people[x].health > people[x].maxhealth / 6) {cout << "(";color(12);cout << people[x].name << "已经力不从心,随时都可能倒下";color(16);cout << ")" << endl;} else {cout << "(";color(4);cout << people[x].name << "已如风中残烛,生命危在旦夕";color(16);cout << ")" << endl;}if (people[x].health <= 0) {cout << people[x].name << "说:在下实力实在不如大侠!" << endl;inroom.people[x].health = inroom.people[x].maxhealth;room[nowroomi].people[x] = inroom.people[x];die[x] = true;lastpeople--;if (lastpeople == 0) {for (int i = 0; i < peoplenum; i++) {room[nowroomi].people[peoplei[i]].canmove = cm[i];inroom.people[peoplei[i]].canmove = cm[i];}return 0;}}}}}}}for (int i = 0; i < 100; i++) {if (cooldown[i] != 0) {cooldown[i] -= 1;}if (hcooldown[i] != 0) {hcooldown[i] -= 1;}}}return 0;
}
int choose() {int a, b, c, d, e;cout << "请重新选择你的属性:<";color(10);cout << "生命";color(16);cout << "> <";color(4);cout << "攻击";color(16);cout << "> <";color(14);cout << "防御";color(16);cout << "> <";color(11);cout << "躲避";color(16);cout << "> <";color(13);cout << "命中";color(16);cout << "> 加起来等于";color(4);cout << "100";color(16);cout << ",选择后你的属性为" << endl;cout << "生命 = 你选择的生命×50" << endl;cout << "攻击 = 你选择的×5" << endl;cout << "防御 = 你选择的防御" << endl;cout << "躲避 = 你选择的躲避×5" << endl;cout << "命中 = 你选择的命中×5" << endl;cout << "现在,请选择:";cin >> a >> b >> c >> d >> e;if (a + b + c + d + e == 100) {cout << "选择完毕..." << endl;health = a * 50;maxhealth = a * 50;damage = b * 5;defense = c;dodge = d * 5;hit = e * 5;} else {cout << "你选择的数的和不等于100" << endl;choose();}return 0;
}
int walk() {while (1) {for (int i = 0; i < 100; i++) {for (int j = 0; j < 100; j++) {if (room[i].people[j].canmove && rand() % 10000 == 0 && rand() % 100 == 0) {int dirnum = 0;for (int k = 0; room[i].dir[k] != ""; k++) {dirnum++;}int wh = rand() % dirnum;for (int k = 0; k < 100; k++) {if (room[room[i].cango[wh]].people[k].name == "") {if (room[i].cango[wh] == nowroomi) {color(11);cout << room[i].people[j].name << "走了过来。" << endl;inroom.people[k] = room[i].people[j];color(16);}if (i == nowroomi) {color(11);cout << room[i].people[j].name << "向" << room[i].dir[wh] << "离去。" << endl;color(16);inroom.people[j] = {};}room[room[i].cango[wh]].people[k] = room[i].people[j];room[i].people[j] = {};break;}}}}}}
}
int main() {int a, b, c, d, e;srand((unsigned)time(NULL));cout << "初始值加载完成(12951324/12951324)" << endl;ofstream outdata("update.txt", ios::binary | ios::app | ios::in | ios::out);ifstream fin("update.txt");string od;fin >> od;if (od != edition) {cout << "发现新版本,是否更新?(y/n)" << endl;cin >> od;if (od == "y" || od == "yes" || od == "Y") {ofstream clear("update.txt", ios::trunc);outdata << edition;outdata.close();for (int i = 0; i < 100; i++) {system("cls");cout << "更新中(" << edition << ")...[" << i << "/100]" << endl;Sleep(rand() % 100);}} else {return 0;}}inroom = room[0];for (int i = 0; i <= 146; i++) {system("cls");cout << "初始值加载完成(12951324/12951324)" << endl;cout << "加载数据中...(";cout << i;cout << "/146)" << endl;Sleep(rand() % 50);}system("cls");cout << "初始值加载完成(12951324/12951324)" << endl;cout << "加载数据完成...(146/146)" << endl;system("pause");system("cls");color(11);cout << edition << "无存档游玩版 " << endl;color(6);cout << " " << endl;cout << " 4&( " << endl;cout << " ' ~&&\\yM#1 " << endl;cout << " ,_'Q!!NMW& ";color(16);color(14);cout << "龙 的 传 人" << endl;color(6);cout << " WCb 7N@4D Q%,, ";color(4);cout << "Legend of the Dragon" << endl;color(6);cout << " PM'*MDk#M0p, " << endl;cout << " J@J0&e~~4r' ,bQEQ " << endl;cout << " F8I&#' _&B$$bW#&$ " << endl;cout << " &0A1 L#DE&E~!QEQ, " << endl;cout << " _=, ,#ORN1 _T@O$' ZN$Q. grNq5 " << endl;cout << " ^ 'd ,OKOpK^ g*QOg' #Q4p&,/g9X*&#,_/ (q " << endl;cout << " TA1 ,sDQWh4^ x&NMO' _ #FQ#K#fA# '*K#XWP~-" << endl;cout << " ^&p,wNMMOqD: /HE#EN' ..#g)~'@NGOQx, '=X* " << endl;cout << " ' '43$'hEk##mOD04f_g ~^ ~ '-OO**O " << endl;cout << " ''=0#0Nq2WOBF^#, _ P,, " << endl;cout << " . ^,,~ ~b'' **R3' " << endl;cout << " ow,F +#F~' " << endl;cout << " /-9! ' \\ " << endl;color(10);cout << "by Evan_song";color(6);cout << " R " << endl;color(16);_getch();cout << "请输入你的英文名:";cin >> myEnglishname;cout << "请输入你的中文名:";cin >> myname;cout << "请选择你的属性:<";color(10);cout << "生命";color(16);cout << "> <";color(4);cout << "攻击";color(16);cout << "> <";color(14);cout << "防御";color(16);cout << "> <";color(11);cout << "躲避";color(16);cout << "> <";color(13);cout << "命中";color(16);cout << "> 加起来等于";color(4);cout << "100";color(16);cout << ",选择后你的属性为" << endl;cout << "生命 = 你选择的生命×50" << endl;cout << "攻击 = 你选择的×5" << endl;cout << "防御 = 你选择的防御" << endl;cout << "躲避 = 你选择的躲避×5" << endl;cout << "命中 = 你选择的命中×5" << endl;cout << "现在,请选择:";cin >> a >> b >> c >> d >> e;if (a + b + c + d + e == 100) {cout << "选择完毕..." << endl;health = a * 50;maxhealth = a * 50;damage = b * 5;defense = c;dodge = d * 5;hit = e * 5;} else {cout << "你选择的数的和不等于100" << endl;choose();}cout << endl << endl;color(4);cout << "______.-=+:/'";color(11);cout << "游戏公告";color(4);cout << "'\\:+=-.______" << endl;color(10);cout << "一,游戏更新v" << edition << endl;cout << " 1,减少代码长度" << endl;cout << " 2,修复武道塔BUG" << endl;cout << " 3,新增镶嵌宝石" << endl;cout << " 3,新增任务(task),可在任务地点或店小二那里接任务" << endl;color(16);cout << endl << endl;outroom();string po = ">";thread thread_walk(walk);while (1) {if (!baishi) {color(4);cout << "作者建议你迅速拜师,用menpai来查询门派" << endl;color(16);}if (health <= 0) {color(4);cout << "你眼前一黑,就什么也不知道了..." << endl;color(16);dienum++;Sleep(1000);nowroomi = 4;inroom = room[4];outroom();health = maxhealth;}cout << po;string ins1;color(15);cin >> ins1;color(16);if (ins1 == "l" || ins1 == "look") {string name;cin >> name;if (name == "room") {outroom();} else {bool is = false;for (int i = 0; i < 100; i++) {if (inroom.people[i].Englishname == name || inroom.people[i].name == name) {color(12);cout << inroom.people[i].name << endl;color(16);cout << inroom.people[i].tell << endl;is = true;break;}}for (int i = 0; i < 100; i++) {if (inroom.weapon[i].Englishname == name || inroom.weapon[i].name == name) {color(inroom.weapon[i].lv);cout << inroom.weapon[i].name << endl;color(16);if (inroom.weapon[i].type == "剑") {color(6);cout << " ◢" << endl;cout << " █" << endl;cout << "⊙█████";color(15);cout << "〓〓〓〓〓〓〓〓〓〓>" << endl;color(6);cout << " █" << endl;cout << " ◥" << endl;color(16);}if (inroom.weapon[i].type == "刀") {color(6);cout << " ▲ " << endl;cout << "◇████";color(8);cout << "〓〓〓〓〓〓〓◤" << endl;color(6);cout << " ▼ " << endl;color(16);}if (inroom.weapon[i].type == "鞭") {color(6);cout << "〓〓〓";color(8);cout << "=========---------" << endl;color(16);}cout << inroom.weapon[i].tell << endl;cout << "武器属性:" << endl;cout << "攻击:" << inroom.weapon[i].plusdamage << endl;cout << "防御:" << inroom.weapon[i].plusdefense << endl;cout << "躲闪:" << inroom.weapon[i].plusdodge << endl;cout << "内力:" << inroom.weapon[i].plusforce << endl;cout << "生命:" << inroom.weapon[i].plushealth << endl;cout << "命中:" << inroom.weapon[i].plushit << endl;cout << "镶嵌宝石:" << endl;if (inroom.weapon[i].inlaynum == 0) {cout << "此武器无镶嵌空" << endl;} else {for (int j = 0; j < inroom.weapon[i].inlaynum; j++) {if (inroom.weapon[i].inlaything[j].name == "") {cout << "◇" << endl;} else {cout << "◆" << inroom.weapon[i].inlaything[j].name <<inroom.weapon[i].inlaything[j].coin << endl;}}}is = true;break;}}for (int i = 0; i < 100; i++) {if (inroom.book[i].Englishname == name || inroom.book[i].name == name) {color(12);cout << inroom.book[i].name << endl;color(16);cout << inroom.book[i].tell << endl;is = true;break;}}for (int i = 0; i < 100; i++) {if (inroom.thing[i].Englishname == name || inroom.thing[i].name == name) {color(12);cout << inroom.thing[i].name << endl;color(16);cout << inroom.thing[i].tell << endl;is = true;break;}}if (!is) {cout << "你要看什么?" << endl;}}} else if (ins1 == "kill" || ins1 == "k") {string name;cin >> name;bool is = false;for (int i = 0; i < 100; i++) {if (inroom.people[i].name == name || inroom.people[i].Englishname == name) {x[0] = inroom.people[i];y[0] = i;killall(x, 1, y);is = true;break;}}if (!is) {cout << "你要击杀谁?" << endl;cout << "指令格式:kill <某人>" << endl;}} else if (ins1 == "killall") {string name;int many;cin >> many;int num = 0;bool is = false;for (int i = 0; i < many; i++) {cin >> name;for (int j = 0; j < 100; j++) {if (inroom.people[j].name == name || inroom.people[j].Englishname == name) {x[num] = inroom.people[j];y[num] = j;num++;is = true;break;}}}if (!is) {cout << "你要击杀谁?" << endl;cout << "指令格式:kill <某人>" << endl;} else {killall(x, num, y);}} else if (ins1 == "i") {color(titlecolor);cout << title;if (title2 != "") {cout << " " << title2;}cout << " " << myname << endl;color(16);cout << "你的功夫看起来";if (allskilllevel == 0) {color(8);cout << "一无所知" << endl;color(16);} else if (allskilllevel < 500) {color(2);cout << "初学乍练" << endl;color(16);} else if (allskilllevel < 1000) {color(2);cout << "不知所以" << endl;color(16);} else if (allskilllevel < 1500) {color(2);cout << "略知一二" << endl;color(16);} else if (allskilllevel < 2000) {color(2);cout << "出入武林" << endl;color(16);} else if (allskilllevel < 2500) {color(9);cout << "半生不熟" << endl;color(16);} else if (allskilllevel < 3000) {color(9);cout << "渐入高深" << endl;color(16);} else if (allskilllevel < 3500) {color(9);cout << "平淡无奇" << endl;color(16);} else if (allskilllevel < 4000) {color(9);cout << "似有所悟" << endl;color(16);} else if (allskilllevel < 4500) {color(9);cout << "心神领会" << endl;color(16);} else if (allskilllevel < 5000) {color(9);cout << "运用自如" << endl;color(16);} else if (allskilllevel < 5500) {color(14);cout << "熟能生巧" << endl;color(16);} else if (allskilllevel < 6000) {color(14);cout << "驾轻就熟" << endl;color(16);} else if (allskilllevel < 6500) {color(14);cout << "高深莫测" << endl;color(16);} else if (allskilllevel < 7000) {color(14);cout << "万人之上" << endl;color(16);} else if (allskilllevel < 7500) {color(14);cout << "出神入化" << endl;color(16);} else if (allskilllevel < 8000) {color(14);cout << "惊天动地" << endl;color(16);} else if (allskilllevel < 8500) {color(12);cout << "旷古绝伦" << endl;color(16);} else if (allskilllevel < 9000) {color(12);cout << "举世无双" << endl;color(16);} else if (allskilllevel < 9500) {color(12);cout << "绝世高深" << endl;color(16);} else if (allskilllevel < 10000) {color(12);cout << "万年不朽" << endl;color(16);} else {color(12);cout << "返璞归真" << endl;color(16);}cout << "你装备着:" << endl;cout << "·";color(nweapon.lv);cout << nweapon.name << endl;color(16);cout << "你有";color(14);cout << gold;color(16);cout << "金 ";color(7);cout << silver;color(16);cout << "银 ";color(6);cout << coin;color(16);cout << "文" << endl;cout << "你身上有:" << endl;for (int i = 0; i < 200; i++) {if (bag[i].name != "") {color(bag[i].lv);cout << bag[i].name;color(16);cout << "(";color(3);cout << bag[i].Englishname;color(16);cout << ")" << endl;}}for (int i = 0; i < 200; i++) {if (bag2[i].name != "") {cout << bag2[i].name << "(";color(3);cout << bag2[i].Englishname;color(16);cout << ")" << endl;}}for (int i = 0; i < 200; i++) {if (bag3[i].name != "") {cout << bag3[i].name << "(";color(3);cout << bag3[i].Englishname;color(16);cout << ")" << endl;}}} else if (ins1 == "move" || ins1 == "m") {string dir;bool is = false;cin >> dir;for (int i = 0; i < 100; i++) {if (inroom.dir[i] == dir) {if (inroom.name == "财主家入口" && dir == "east") {bool iskey = false;for (int i = 0; i < 200; i++) {if (bag3[i].Englishname == "key") {iskey = true;break;}}if (iskey) {nowroomi = inroom.cango[i];inroom = room[inroom.cango[i]];outroom();} else {color(11);cout << "你试图打开大门,但发现大门被人上了锁..." << endl;color(16);}} else if (inroom.name == "道路" && dir == "east") {bool iskey = false;for (int i = 0; i < 200; i++) {if (bag3[i].Englishname == "key") {iskey = true;break;}}if (iskey) {nowroomi = inroom.cango[i];inroom = room[inroom.cango[i]];outroom();} else {color(11);cout << "你试图打开宝库的大门,但发现大门被人上了锁..." << endl;color(16);}} else if (inroom.name == "客栈" && dir == "up") {if (mymenpai == "武当") {inroom = room[26];nowroomi = 26;outroom();} else if (mymenpai == "丐帮") {inroom = room[27];nowroomi = 27;outroom();} else if (mymenpai == "铸剑山庄") {inroom = room[41];nowroomi = 41;outroom();} else if (mymenpai == "道家") {inroom = room[43];nowroomi = 43;outroom();} else {color(6);cout << "这个入口是门派入口,你还没有拜入门派..." << endl;color(16);}} else if (inroom.name == "武道塔" && dir == "up") {if (inroom.people[0].name == "") {wudaotalevel++;color(4);cout << ">>>成功进入武道塔第" << wudaotalevel << "层" << endl;cout << ">>>增加1.5银," << wudaotalevel - 1 << "点潜能" << endl;color(16);silver += 1;potential += wudaotalevel - 1;experience += (wudaotalevel - 1) / 2;inroom.tell = "你现在处于" + to_string(wudaotalevel) + "层";inroom.people[0] = lvpeople[wudaotalevel];room[nowroomi].tell = "你现在处于" + to_string(wudaotalevel) + "层";room[nowroomi].people[0] = lvpeople[wudaotalevel];ta[1] = true;outroom();} else {color(6);cout << inroom.people[0].name <<"飞快的拦在了你的面前,说「打败我,就可以上去!」" << endl;color(16);}} else {nowroomi = inroom.cango[i];inroom = room[inroom.cango[i]];outroom();}is = true;break;}}if (!is) {cout << "你要去哪里?" << endl;cout << "指令格式:move <方向>" << endl;}} else if (ins1 == "get" || ins1 == "g") {string type;string thing;cin >> type;cin >> thing;bool is = false;for (int i = 0; i < 100; i++) {if (type == "weapon") {if ((inroom.weapon[i].name == thing || inroom.weapon[i].Englishname == thing|| thing == "all") && inroom.weapon[i].name != "") {for (int j = 0; j < 1000; j++) {if (bag[j].name == "") {bag[j] = inroom.weapon[i];break;}}cout << "你捡起一个";color(inroom.weapon[i].lv);cout << inroom.weapon[i].name << endl;color(16);inroom.weapon[i] = {};room[nowroomi].weapon[i] = {};is = true;if (thing != "all") {break;}}} else if (type == "book") {if ((inroom.book[i].name == thing || inroom.book[i].Englishname == thing|| thing == "all") && inroom.book[i].name != "") {bool isspace = false;for (int j = 0; j < 1000; j++) {if (bag2[j].name == "") {bag2[j] = inroom.book[i];isspace = true;break;}}cout << "你捡起一本" << inroom.book[i].name << endl;inroom.book[i] = {};room[nowroomi].book[i] = {};is = true;if (thing != "all") {break;}}} else if (type == "thing") {if (inroom.thing[i].name == thing || inroom.thing[i].Englishname == thing|| thing == "all") {is = true;if (inroom.thing[i].name == "富人家副本[建议经验1000时进入]") {cout << myname << "进入富人家副本成功..." << endl;cout << endl << endl;cout << "这村子的财主这几夜来突然变得疯疯癫癫,不像人样,然而后几天突然就没了人影,你打算去调查一番"<< endl;cout << "你来到了财主家..." << endl;cout << endl;for (int j = 0; j < 12; j++) {room[j + 8] = instancesroom1[j];}inroom = room[8];nowroomi = 8;outroom();} else if (inroom.thing[i].name == "森林副本[建议经验500时进入]") {cout << myname << "进入森林副本成功..." << endl;cout << endl << endl;cout << "最近村子里的猎手越来越少,基本上一去树林就回不来了,村里人让你去树林里查看一下"<< endl;cout << "你来到了树林..." << endl;cout << endl;for (int j = 0; j < 6; j++) {room[j + 20] = instancesroom2[j];}inroom = room[20];nowroomi = 20;outroom();} else if (inroom.thing[i].name == "胡斐副本[建议经验2500时进入]") {cout << myname << "进入胡斐副本成功..." << endl;cout << endl << endl;cout << "你来到了胡斐居住地点..." << endl;cout << endl;for (int j = 0; j < 11; j++) {room[j + 28] = instancesroom3[j];}inroom = room[28];nowroomi = 28;outroom();} else if (inroom.thing[i].name == "练习室[无条件即可进入]") {cout << myname << "进入练习室成功..." << endl;cout << endl;room[42] = instancesroom4[0];inroom = room[42];nowroomi = 42;outroom();} else if (inroom.thing[i].name != "") {bool isspace = false;for (int j = 0; j < 1000; j++) {if (bag3[j].name == "") {bag3[j] = inroom.thing[i];isspace = true;break;}}cout << "你捡起一个" << inroom.thing[i].name << endl;inroom.thing[i] = {};room[nowroomi].thing[i] = {};if (thing != "all") {break;}}}}}if (!is) {cout << "你要拿什么?" << endl;cout << "指令格式:get <型号> <某物>" << endl;}} else if (ins1 == "drop") {string type;string thing;cin >> type;cin >> thing;bool is = false;if (type == "weapon") {for (int i = 0; i < 100; i++) {if (bag[i].name == thing || bag[i].Englishname == thing) {for (int j = 0; j < 100; j++) {if (inroom.weapon[j].name == "") {inroom.weapon[j] = bag[i];room[nowroomi].weapon[j] = bag[i];break;}}cout << "你丢掉一个";color(bag[i].lv);cout << bag[i].name << endl;color(16);bag[i] = {};is = true;break;}}} else if (type == "book") {for (int i = 0; i < 100; i++) {if (bag2[i].name == thing || bag2[i].Englishname == thing) {for (int j = 0; j < 100; j++) {if (inroom.book[j].name == "") {inroom.book[j] = bag2[i];room[nowroomi].book[j] = bag2[i];break;}}cout << "你丢掉一个" << bag2[i].name << endl;bag2[i] = {};is = true;break;}}} else if (type == "thing") {for (int i = 0; i < 100; i++) {if (bag3[i].name == thing || bag3[i].Englishname == thing) {for (int j = 0; j < 100; j++) {if (inroom.thing[j].name == "") {inroom.thing[j] = bag3[i];room[nowroomi].thing[j] = bag3[i];break;}}cout << "你丢掉一个" << bag3[i].name << endl;bag3[i] = {};is = true;break;}}}if (!is) {cout << "你要丢什么?" << endl;cout << "指令格式:drop <型号> <某物>" << endl;}} else if (ins1 == "help") {cout << "所有指令都可使用" << endl;cout << "指令个数:50" << endl;cout << " _____________战斗指令_____________" << endl;cout << "|跟某人比试: fight <某人> |" << endl;cout << "|击杀某人: kill <某人> |" << endl;cout << "|跟群人比试: fightall <人数><人名> |" << endl;cout << "|击杀群人: killall <人数><人名> |" << endl;cout << "|使用技能: <数字> |" << endl;cout << "|__________________________________|" << endl;cout << " _____________装备指令_____________" << endl;cout << "|装备武器: wield <某武器> |" << endl;cout << "|卸下武器: unwield <某武器> |" << endl;cout << "|精炼武器: refine <装备武器> |" << endl;cout << "|打造武器: build <某武器> |" << endl;cout << "|自造武器: makesword(铸剑山庄可用) |" << endl;cout << "|__________________________________|" << endl;cout << " _____________冒险指令_____________" << endl;cout << "|捡东西: get <型号> <某物> |" << endl;cout << "|丢掉东西: drop <型号> <某物> |" << endl;cout << "|询问某人: ask <某人> about <某事> |" << endl;cout << "|移动: move <方向> |" << endl;cout << "|用东西砸人: throw <某物> to <某人>|" << endl;cout << "|查看状态: hp |" << endl;cout << "|看: l/look <...> |" << endl;cout << "|查看自己的东西: i |" << endl;cout << "|查看自己的技能: skills |" << endl;cout << "|买东西: buy <某物> |" << endl;cout << "|卖东西: sell <某物> |" << endl;cout << "|查看所卖物品: list |" << endl;cout << "|查看矿石: minebag |" << endl;cout << "|合成矿石: blend <两个材料> |" << endl;cout << "|拜师: baishi <某人> |" << endl;cout << "|查看师父技能: masterskill |" << endl;cout << "|提升境界: uplv |" << endl;cout << "|进入武道塔: wudaota |" << endl;cout << "|__________________________________|" << endl;cout << " _____________武功指令_____________" << endl;cout << "|研读: study <某书> <次数> |" << endl;cout << "|学习: learn <技能> <次数> |" << endl;cout << "|使用: enable <轻功技能> |" << endl;cout << "|打坐: dazuo <次数> |" << endl;cout << "|疗伤: liaoshang <次数> |" << endl;cout << "|__________________________________|" << endl;cout << " _____________聊天指令_____________" << endl;cout << "|说话: say <...> |" << endl;cout << "|大喊: yell <...> |" << endl;cout << "|__________________________________|" << endl;cout << " _____________其他指令_____________" << endl;cout << "|埋葬尸体: bury corpse/allcorpse |" << endl;cout << "|帮助: help |" << endl;cout << "|设置: set <...> to <...> |" << endl;cout << "|关于游戏: AboutGame |" << endl;cout << "|保存: save |" << endl;cout << "|提升至X级巫师: UTW-X |" << endl;cout << "|副本攻略: introduction |" << endl;cout << "|__________________________________|" << endl;if (IDEN == "wizard-1") {cout << " ____________小巫师指令____________" << endl;cout << "|去: goto <某地> |" << endl;cout << "|__________________________________|" << endl;}if (IDEN == "wizard-2") {cout << " ____________中巫师指令____________" << endl;cout << "|去: goto <某地> |" << endl;cout << "|雷劈: smash <某人> |" << endl;cout << "|复制东西: clone <某物> |" << endl;cout << "|查看某物值: score <某物> |" << endl;cout << "|变出东西: conjure <某物> |" << endl;cout << "|查看变出物品: ls |" << endl;cout << "|创造武器: make_weapon |" << endl;cout << "|__________________________________|" << endl;}if (IDEN == "wizard-3") {cout << " ____________大巫师指令____________" << endl;cout << "|去: goto <某地> |" << endl;cout << "|雷劈: smash <某人> |" << endl;cout << "|复制东西: clone <某物> |" << endl;cout << "|查看某物值: score <某物> |" << endl;cout << "|变出东西: conjure <某物> |" << endl;cout << "|查看变出物品: ls |" << endl;cout << "|创造武器: make_weapon |" << endl;cout << "|更改值: call<某人><set+东西><值> |" << endl;cout << "|__________________________________|" << endl;}} else if (ins1 == "hp") {cout << "__________________________" << endl;cout << "==========================" << endl;cout << "|气血:" << health << "/" << maxhealth << endl;cout << "|内力:" << force << "/" << maxforce << endl;cout << "|经验:" << experience << endl;cout << "|潜能:" << potential << endl;cout << "|攻击:" << damage << endl;cout << "|防御:" << defense << endl;cout << "|躲避:" << dodge << endl;cout << "|命中:" << hit << endl;cout << "|文化:" << literate << endl;cout << "|杀人" << killnum << "次" << endl;cout << "|死亡" << dienum << "次" << endl;cout << "|门派:" << mymenpai << endl;cout << "|师父:" << myshifu << endl;cout << "|身份:";if (IDEN == "wizard-1") cout << "小巫师" << endl;else if (IDEN == "wizard-2") cout << "中巫师" << endl;else if (IDEN == "wizard-3") cout << "大巫师" << endl;else if (IDEN == "wizard-4") cout << "天神" << endl;else if (IDEN == "wizard-5") cout << "创世主" << endl;else cout << "平民" << endl;cout << "==========================" << endl;cout << "**************************" << endl;} else if (ins1 == "skills") {cout << "你学会了以下技能:" << endl;for (int i = 0; i < 9; i++) {cout << mybasicskill[i].name;for (int j = 0; j < (20 - mybasicskill[i].name.size()); j++) {cout << " ";}cout << mybasicskill[i].level;if (mybasicskill[i].level == 0) {color(8);cout << " 一无所知" << endl;color(16);} else if (mybasicskill[i].level < 100) {color(2);cout << " 初学乍练" << endl;color(16);} else if (mybasicskill[i].level < 200) {color(2);cout << " 略知一二" << endl;color(16);} else if (mybasicskill[i].level < 300) {color(9);cout << " 半生不熟" << endl;color(16);} else if (mybasicskill[i].level < 400) {color(9);cout << " 平淡无奇" << endl;color(16);} else if (mybasicskill[i].level < 500) {color(9);cout << " 心神领会" << endl;color(16);} else if (mybasicskill[i].level < 600) {color(14);cout << " 熟能生巧" << endl;color(16);} else if (mybasicskill[i].level < 700) {color(14);cout << " 高深莫测" << endl;color(16);} else if (mybasicskill[i].level < 800) {color(14);cout << " 出神入化" << endl;color(16);} else if (mybasicskill[i].level < 900) {color(12);cout << " 旷古绝伦" << endl;color(16);} else if (mybasicskill[i].level < 1000) {color(12);cout << " 绝世高深" << endl;color(16);} else {color(12);cout << " 返璞归真" << endl;color(16);}}for (int i = 0; i < 100; i++) {if (myskill[i].name == "") {break;}cout << myskill[i].name;for (int j = 0; j < (20 - myskill[i].name.size()); j++) {cout << " ";}cout << myskill[i].level;if (myskill[i].level < 100) {color(2);cout << " 初学乍练" << endl;color(16);} else if (myskill[i].level < 200) {color(2);cout << " 略知一二" << endl;color(16);} else if (myskill[i].level < 300) {color(9);cout << " 半生不熟" << endl;color(16);} else if (myskill[i].level < 400) {color(9);cout << " 平淡无奇" << endl;color(16);} else if (myskill[i].level < 500) {color(9);cout << " 心神领会" << endl;color(16);} else if (myskill[i].level < 600) {color(14);cout << " 熟能生巧" << endl;color(16);} else if (myskill[i].level < 700) {color(14);cout << " 高深莫测" << endl;color(16);} else if (myskill[i].level < 800) {color(14);cout << " 出神入化" << endl;color(16);} else if (myskill[i].level < 900) {color(12);cout << " 旷古绝伦" << endl;color(16);} else if (myskill[i].level < 1000) {color(12);cout << " 绝世高深" << endl;color(16);} else {color(12);cout << " 返璞归真" << endl;color(16);}}} else if (ins1 == "wield" || ins1 == "w") {string weapon;cin >> weapon;bool isweapon = false;if (nweapon.name == "拳") {for (int i = 0; i < 1000; i++) {if (bag[i].name == weapon || bag[i].Englishname == weapon) {isweapon = true;cout << "你「刷」的抽出一把";color(bag[i].lv);cout << bag[i].name;color(16);cout << "拿在手上" << endl;nweapon = bag[i];health += bag[i].plushealth;maxhealth += bag[i].plushealth;damage += bag[i].plusdamage;defense += bag[i].plusdefense;force += bag[i].plusforce;maxforce += bag[i].plusforce;dodge += bag[i].plusdodge;hit += bag[i].plushit;break;}}if (!isweapon) {cout << "你没有这个武器。" << endl;}} else {cout << "你已经装备着" << nweapon.type << "了" << endl;}} else if (ins1 == "unwield" || ins1 == "uw") {string weapon;cin >> weapon;if (nweapon.name != "拳") {if (nweapon.name == weapon || nweapon.Englishname == weapon) {cout << "你把";color(nweapon.lv);cout << nweapon.name;color(16);cout << "放回背包" << endl;health -= nweapon.plushealth;maxhealth -= nweapon.plushealth;damage -= nweapon.plusdamage;defense -= nweapon.plusdefense;force -= nweapon.plusforce;maxforce -= nweapon.plusforce;dodge -= nweapon.plusdodge;hit -= nweapon.plushit;nweapon = { "拳","fist","拳","这是一个拳",0,0,0,0,0,0,16 };} else {cout << "你没有装备着" << weapon << "啊" << endl;}} else {cout << "你没有装备着任何武器啊" << endl;}} else if (ins1 == "study") {string book;int time;cin >> book;cin >> time;bool is = false;for (int i = 0; i < 200; i++) {if (bag2[i].name == book || bag2[i].Englishname == book) {if (bag2[i].literate_need > literate) {cout << "你看着书上那些文字,发现自己一点也读不懂" << endl;break;}if (bag2[i].name[0] == -69 && bag2[i].name[1] == -7) {for (int j = 0; j < 9; j++) {if (bag2[i].skill.name == mybasicskill[j].name) {for (int k = 0; k < time; k++) {if (potential >= mybasicskill[j].level / 2) {potential -= mybasicskill[j].level / 2;mybasicskill[j].level++;damage += mybasicskill[j].plusattack;dodge += mybasicskill[j].plusdodge;hit += mybasicskill[j].plushit;maxhealth += mybasicskill[j].plushealth;health += mybasicskill[j].plushealth;force += mybasicskill[j].plusforce;maxforce += mybasicskill[j].plusforce;cout << "你";color(4);cout << mybasicskill[j].name;color(16);cout << "的等级提升了!" << endl;allskilllevel++;} else {cout << "可能是你缺乏实战经验,你实在理解不了" << bag2[i].name << "上所讲的东西"<< endl;break;}}}}is = true;break;} else {for (int j = 0; j < time; j++) {bool have = false;bool canstudy = true;for (int k = 0; k < myskilli; k++) {if (bag2[i].skill.name == myskill[k].name) {canstudy = (potential >= myskill[k].level);for (int a = 0; a < 100; a++) {if (bag2[i].needskill[a] == "") {break;} else {bool ishave = false;for (int b = 0; b < 100; b++) {if (bag2[i].needskill[a] == myskill[b].name) {ishave = true;canstudy &= (bag2[i].needlevel[a] <= myskill[b].level);break;}}for (int b = 0; b < 100; b++) {if (bag2[i].needskill[a] == mybasicskill[b].name) {ishave = true;canstudy &= (bag2[i].needlevel[a] <= mybasicskill[b].level);break;}}canstudy &= ishave;}}if (canstudy) {potential -= myskill[k].level;myskill[k].level++;damage += myskill[k].plusattack;dodge += myskill[k].plusdodge;hit += myskill[k].plushit;maxhealth += myskill[k].plushealth;health += myskill[k].plushealth;maxforce += myskill[k].plusforce;force += myskill[k].plusforce;cout << "你";color(4);cout << myskill[k].name;color(16);cout << "的等级提升了!" << endl;allskilllevel++;if (bag2[i].skill.name == "「反弹剑法」") {reboundnum += 1;}} else {cout << "可能是缺乏实战经验,你实在理解不了" << bag2[i].name << "上所讲的东西"<< endl;}have = true;break;}}if (!canstudy) {break;}if (!have) {myskill[myskilli++] = bag2[i].skill;if (bag2[i].skill.name == "「反弹剑法」") {isrebound = true;reboundnum = 10;}cout << "你";color(4);cout << bag2[i].skill.name;color(16);cout << "的等级提升了!" << endl;allskilllevel++;}}is = true;break;}}}if (!is) {cout << "你要读什么书?" << endl;cout << "指令格式:study <书> <次数>" << endl;}} else if (ins1 == "say") {string say;cin >> say;cout << "你说:“";color(8);cout << say;color(16);cout << "”" << endl;} else if (ins1 == "yell") {string yell;cin >> yell;cout << "你大喊:“";color(4);cout << yell;color(16);cout << "”" << endl;if (yell == "我太难了!" || yell == "我太难了。" || yell == "我太难了") {Sleep(1000);color(6);cout << "天下掉下来一本武功秘籍..." << endl;color(16);color(6);cout << "【东拉西扯】某人:听说有一本武功秘籍掉在了" << inroom.name << "" <<endl;color(16);for (int i = 0; i < 100; i++) {if (inroom.book[i].name == "") {inroom.book[i] = { "绝世武功秘籍","book",{"绝世武功","你拿起手中w胡乱舞几招,再一看,e已经死了...","kongfu",2000000000,1,"剑",0,0,0,10000000,0,1,0,0,true,0},0,{},{},"神:现在不难了吧...",0 };break;}}}if (yell == "我想死!" || yell == "我想死。" || yell == "我想死") {color(6);cout << "天上传来一个沉闷的声音:“那就死吧!”" << endl;color(16);health = 0;}} else if (ins1 == "bury") {string a;cin >> a;if (a == "allcorpse") {bool ishave = false;for (int i = 0; i < 100; i++) {if (inroom.thing[i].Englishname == "corpse") {cout << "你埋葬了" << inroom.thing[i].name << endl;inroom.thing[i] = {};room[nowroomi].thing[i] = {};ishave = true;}}if (!ishave) {cout << "这里没有尸体啊?";}} else if (a == "corpse") {bool ishave = false;for (int i = 0; i < 100; i++) {if (inroom.thing[i].Englishname == "corpse") {cout << "你埋葬了" << inroom.thing[i].name << endl;inroom.thing[i] = {};room[nowroomi].thing[i] = {};ishave = true;break;}}if (!ishave) {cout << "这里没有尸体啊?";}} else {cout << "什么?" << endl;cout << "如果你不知道指令,请输入 help 查询" << endl;}} else if (ins1 == "set") {string which;string what;cin >> which;if (which == "?") {cout << "set <...> to <...>" << endl;cout << "现在可以设置指针(pointer)就是这个:" << endl;cout << "↓" << endl;cout << ">set ?" << endl;} else {cin >> what >> what;if (which == "pointer") {po = what;color(6);cout << "设置成功..." << endl;color(16);}}} else if (ins1 == "sell") {string thing;cin >> thing;bool issell = false;if (inroom.isshop == true) {for (int i = 0; i < 200; i++) {if (bag[i].Englishname == thing || bag[i].name == thing) {cout << "你买掉了";color(8);cout << bag[i].name;color(16);cout << ",获得了";color(6);cout << bag[i].coin / 2;color(16);cout << "个铜钱" << endl;coin += bag[i].coin / 2;bag[i] = {};issell = true;break;}}if (!issell) {for (int i = 0; i < 200; i++) {if (bag2[i].Englishname == thing || bag2[i].name == thing) {cout << "你买掉了";color(8);cout << bag2[i].name;color(16);cout << ",获得了";color(6);cout << bag2[i].coin / 2;color(16);cout << "个铜钱" << endl;coin += bag2[i].coin / 2;bag2[i] = {};issell = true;break;}}}if (!issell) {for (int i = 0; i < 200; i++) {if (bag3[i].Englishname == thing || bag3[i].name == thing) {cout << "你买掉了";color(8);cout << bag3[i].name;color(16);cout << ",获得了";color(6);cout << bag3[i].coin / 2;color(16);cout << "个铜钱" << endl;coin += bag3[i].coin / 2;bag3[i] = {};issell = true;break;}}}if (!issell) {cout << "你没有这东西啊" << endl;}} else {cout << "这里不是商店啊?" << endl;}} else if (ins1 == "list") {if (inroom.isshop == false) {cout << "这里没有任何摆摊的商人" << endl;} else {cout << "这里现在出售以下物品:" << endl;cout << "_________________________" << endl;for (int i = 0; i < 100; i++) {if (inroom.booksell[i].name != "") {cout << inroom.booksell[i].name << "(";color(3);cout << inroom.booksell[i].Englishname;color(16);cout << ")";for (int j = 0;j < 28 - inroom.booksell[i].name.size() - inroom.booksell[i].Englishname.size();j++) {cout << " ";}color(6);cout << inroom.booksell[i].coin;color(16);cout << "文" << endl;}}for (int i = 0; i < 100; i++) {if (inroom.thingsell[i].name != "") {cout << inroom.thingsell[i].name << "(";color(3);cout << inroom.thingsell[i].Englishname;color(16);cout << ")";for (int j = 0;j < 28 - inroom.thingsell[i].name.size() -inroom.thingsell[i].Englishname.size(); j++) {cout << " ";}color(6);cout << inroom.thingsell[i].coin;color(16);cout << "文" << endl;}}for (int i = 0; i < 100; i++) {if (inroom.weaponsell[i].name != "") {cout << inroom.weaponsell[i].name << "(";color(3);cout << inroom.weaponsell[i].Englishname;color(16);cout << ")";for (int j = 0;j < 28 - inroom.weaponsell[i].name.size() -inroom.weaponsell[i].Englishname.size(); j++) {cout << " ";}color(6);cout << inroom.weaponsell[i].coin;color(16);cout << "文" << endl;}}cout << "_________________________" << endl;}} else if (ins1 == "buy") {string thing;cin >> thing;bool isfind = false;for (int i = 0; i < 100; i++) {if (thing == inroom.weaponsell[i].Englishname|| thing == inroom.weaponsell[i].name) {if (gold * 10000 + silver * 100 + coin < inroom.weaponsell[i].coin) {cout << "你的钱不够" << endl;} else {cout << "你买下了" << inroom.weaponsell[i].name << endl;coin = gold * 10000 + silver * 100 + coin;gold = 0;silver = 0;coin -= inroom.weaponsell[i].coin;for (int j = 0; j < 200; j++) {if (bag[j].name == "") {bag[j] = inroom.weaponsell[i];break;}}}isfind = true;break;}}for (int i = 0; i < 100; i++) {if (thing == inroom.booksell[i].Englishname|| thing == inroom.booksell[i].name) {if (gold * 10000 + silver * 100 + coin < inroom.booksell[i].coin) {cout << "你的钱不够" << endl;} else {cout << "你买下了" << inroom.booksell[i].name << endl;coin = gold * 10000 + silver * 100 + coin;gold = 0;silver = 0;coin -= inroom.booksell[i].coin;for (int j = 0; j < 200; j++) {if (bag2[j].name == "") {bag2[j] = inroom.booksell[i];break;}}}isfind = true;break;}}for (int i = 0; i < 100; i++) {if (thing == inroom.thingsell[i].Englishname|| thing == inroom.thingsell[i].name) {if (gold * 10000 + silver * 100 + coin < inroom.thingsell[i].coin) {cout << "你的钱不够" << endl;} else {cout << "你买下了" << inroom.thingsell[i].name << endl;coin = gold * 10000 + silver * 100 + coin;gold = 0;silver = 0;coin -= inroom.thingsell[i].coin;for (int j = 0; j < 200; j++) {if (bag3[j].name == "") {bag3[j] = inroom.thingsell[i];break;}}}isfind = true;break;}}if (!isfind) {cout << "这里不卖这样东西" << endl;}} else if (ins1 == "fight" || ins1 == "f") {string name;cin >> name;bool is = false;for (int i = 0; i < 100; i++) {if (inroom.people[i].name == name || inroom.people[i].Englishname == name) {x[0] = inroom.people[i];y[0] = i;fightall(x, 1, y);is = true;break;}}if (!is) {cout << "你要击杀谁?" << endl;cout << "指令格式:kill <某人>" << endl;}} else if (ins1 == "fightall") {string name;int many;cin >> many;int num = 0;bool is = false;for (int i = 0; i < many; i++) {cin >> name;for (int j = 0; j < 100; j++) {if (inroom.people[j].name == name || inroom.people[j].Englishname == name) {x[num] = inroom.people[j];y[num] = j;num++;is = true;break;}}}if (!is) {cout << "你要击杀谁?" << endl;cout << "指令格式:kill <某人>" << endl;} else {fightall(x, num, y);}} else if (ins1 == "AboutGame") {color(4);cout << "-========================================================" << endl;color(16);cout << "|版本:" << edition << "无存档" << endl;cout << "|作者:Evan_song" << endl;cout << "|游戏特色:模仿武林,可以创建各门派,拜师学武" << endl;cout << "|本版本修复了战斗BUG,新增人物自动走动" << endl;cout << "|本游戏正处于游玩版中" << endl;color(4);cout << "-========================================================" << endl;color(16);} else if (ins1 == "save") {cout << "本版本是无存档游玩版..." << endl;} else if (ins1 == "UpToWizard-1" || ins1 == "UTW-1" || ins1 == "wizard-1") {int pass;cout << "请输入密码:";int realpass = rand();ofstream outdata("data2.txt", ios::binary | ios::app | ios::in | ios::out);outdata << realpass << endl;cin >> pass;if (pass == realpass) {IDEN = "wizard-1";cout << "您成功提升为";color(2);cout << "小巫师" << endl;color(16);}} else if (ins1 == "UpToWizard-2" || ins1 == "UTW-2" || ins1 == "wizard-2") {int pass;cout << "请输入密码:";int realpass = rand();ofstream outdata("data2.txt", ios::binary | ios::app | ios::in | ios::out);outdata << realpass << endl;cin >> pass;if (pass == realpass) {IDEN = "wizard-2";cout << "您成功提升为";color(1);cout << "中巫师" << endl;color(16);}} else if (ins1 == "UpToWizard-3" || ins1 == "UTW-3" || ins1 == "wizard-3") {int pass;cout << "请输入密码:";int realpass = rand();ofstream outdata("data2.txt", ios::binary | ios::app | ios::in | ios::out);outdata << realpass << endl;cin >> pass;if (pass == realpass) {IDEN = "wizard-3";cout << "您成功提升为";color(5);cout << "大巫师" << endl;color(16);}} else if (ins1 == "UpToWizard-4" || ins1 == "UTW-4" || ins1 == "wizard-4") {int pass;cout << "请输入密码:";int realpass = rand();ofstream outdata("data2.txt", ios::binary | ios::app | ios::in | ios::out);outdata << realpass << endl;cin >> pass;if (pass == realpass) {IDEN = "wizard-4";cout << "您成功提升为";color(6);cout << "天神" << endl;color(16);}} else if (ins1 == "UpToWizard-5" || ins1 == "UTW-5" || ins1 == "wizard-5") {int pass;cout << "请输入密码:";int realpass = rand();ofstream outdata("data2.txt", ios::binary | ios::app | ios::in | ios::out);outdata << realpass << endl;cin >> pass;if (pass == realpass) {IDEN = "wizard-5";cout << "您成功提升为";color(4);cout << "创世主" << endl;color(16);}} else if (ins1 == "goto") {if (IDEN == "wizard-1" || IDEN == "wizard-2" || IDEN == "wizard-3"|| IDEN == "wizard-4" || IDEN == "wizard-5") {string w;bool is = false;cin >> w;for (int i = 0; i < 100; i++) {if (room[i].Englishname == w) {color(6);cout << "你化作长虹而去" << endl;color(16);nowroomi = i;inroom = room[i];outroom();color(6);cout << "你见到了地方,收起金光,稳稳地站在了地上" << endl;color(16);is = true;break;}}if (!is) {cout << "你要去哪里?" << endl;cout << "指令格式:goto <某地>" << endl;}} else {cout << "什么?" << endl;}} else if (ins1 == "smash") {if (IDEN == "wizard-2" || IDEN == "wizard-3" || IDEN == "wizard-4"|| IDEN == "wizard-5") {string w;bool is = false;cin >> w;for (int i = 0; i < 100; i++) {if (inroom.people[i].Englishname == w) {color(4);cout << "突然,乌云密布,天空中劈下一道闪电..." << endl;cout << "正中";color(6);cout << inroom.people[i].name << endl << inroom.people[i].name;color(4);cout << "大叫一声,口吐鲜血,倒在地上,死了!" << endl;color(16);make_corpse(inroom.people[i], inroom.people[i].weapon);break;}}if (!is) {cout << "你要劈谁?" << endl;cout << "指令格式:smash <某人>" << endl;}} else {cout << "什么?" << endl;}} else if (ins1 == "ls") {if (IDEN == "wizard-2" || IDEN == "wizard-3" || IDEN == "wizard-4"|| IDEN == "wizard-5") {cout << "屠龙刀(tulongdao) 倚天剑(yitianjian) 射日弓(sherigong)" << endl;cout << "战神弓(zhanshengong) 战神剑(zhanshengjian) 战神甲(zhanshenjia) 战神靴(zhanshenjian) 战神刀(zhanshendao)"<< endl;cout << "战神棍(zhanshengun) 战神鞭(zhanshenbian)" << endl;cout << "钢刀(blade) 剑(sword) 长剑(longsword) 凝碧剑(greensword) 斩铁刀(zhantiedao)"<< endl;cout << "齐眉棍(qimeigun) 打狗棍(dagougun)" << endl;} else {cout << "什么?" << endl;}} else if (ins1 == "make_weapon") {if (IDEN == "wizard-2" || IDEN == "wizard-3" || IDEN == "wizard-4"|| IDEN == "wizard-5") {int i;for (i = 0; i < 100; i++) {if (inroom.thing[i].name == "") {break;}}cout << "武器类型有:{剑,刀,鞭,棍,拳}" << endl;cout << "格式: make<名字><英文名><武器类型><武器描述><价格><攻击><增加生命><增加内力><增加防御><增加轻功><增加命中>"<< endl;cin >> inroom.weapon[i].name >> inroom.weapon[i].Englishname >>inroom.weapon[i].type >> inroom.weapon[i].tell >> inroom.weapon[i].coin >>inroom.weapon[i].plusdamage >> inroom.weapon[i].plushealth >>inroom.weapon[i].plusforce >> inroom.weapon[i].plusdefense >>inroom.weapon[i].plusdodge >> inroom.weapon[i].plushit;inroom.weapon[i].lv = 16;room[nowroomi].weapon[i] = inroom.weapon[i];color(6);cout << "创造成功。" << endl;color(16);} else {cout << "什么?" << endl;}} else if (ins1 == "make_thing") {if (IDEN == "wizard-2" || IDEN == "wizard-3" || IDEN == "wizard-4"|| IDEN == "wizard-5") {int i;for (i = 0; i < 100; i++) {if (inroom.thing[i].name == "") {break;}}cout << "格式: make<名字><英文名><物品描述><价格>" << endl;cin >> inroom.thing[i].name >> inroom.thing[i].Englishname >>inroom.thing[i].tell >> inroom.thing[i].coin;room[nowroomi].thing[i] = inroom.thing[i];color(6);cout << "创造成功。" << endl;color(16);} else {cout << "什么?" << endl;}} else if (ins1 == "make_book") {if (IDEN == "wizard-2" || IDEN == "wizard-3" || IDEN == "wizard-4"|| IDEN == "wizard-5") {color(4);cout << "暂不支持创造书" << endl;color(16);} else {cout << "什么?" << endl;}} else if (ins1 == "call") {if (IDEN == "wizard-3" || IDEN == "wizard-4" || IDEN == "wizard-5") {string who;int value;string setwhat;cin >> who >> setwhat >> value;if (myEnglishname == who) {if (setwhat == "sethealth") {health = value;if (health > maxhealth) {maxhealth = health;}color(4);cout << "设置成功" << endl;color(16);} else if (setwhat == "setdamage") {damage = value;color(4);cout << "设置成功" << endl;color(16);} else if (setwhat == "setforce") {force = value;if (force > maxforce) {maxforce = force;}color(4);cout << "设置成功" << endl;color(16);} else if (setwhat == "setdefense") {defense = value;color(4);cout << "设置成功" << endl;color(16);} else if (setwhat == "setdodge") {dodge = value;color(4);cout << "设置成功" << endl;color(16);} else if (setwhat == "sethit") {hit = value;color(4);cout << "设置成功" << endl;color(16);} else if (setwhat == "setpotential") {potential = value;color(4);cout << "设置成功" << endl;color(16);} else {cout << "输入错误";}} else {bool isfind = false;for (int i = 0; i < 100; i++) {if (inroom.people[i].name == who) {isfind = true;if (setwhat == "sethealth") {inroom.people[i].health = value;room[nowroomi].people[i].health = value;if (inroom.people[i].health > inroom.people[i].maxhealth) {inroom.people[i].maxhealth = inroom.people[i].health;room[nowroomi].people[i].maxhealth = room[nowroomi].people[i].health;}color(4);cout << "设置成功" << endl;color(16);} else if (setwhat == "setdamage") {inroom.people[i].damage = value;room[nowroomi].people[i].damage = value;color(4);cout << "设置成功" << endl;color(16);} else if (setwhat == "setforce") {inroom.people[i].force = value;room[nowroomi].people[i].force = value;if (inroom.people[i].force > inroom.people[i].maxforce) {inroom.people[i].maxforce = inroom.people[i].force;room[nowroomi].people[i].force = room[nowroomi].people[i].force;}color(4);cout << "设置成功" << endl;color(16);} else if (setwhat == "setdefense") {inroom.people[i].defense = value;room[nowroomi].people[i].defense = value;color(4);cout << "设置成功" << endl;color(16);} else if (setwhat == "setdodge") {inroom.people[i].dodge = value;room[nowroomi].people[i].dodge = value;color(4);cout << "设置成功" << endl;color(16);} else if (setwhat == "sethit") {inroom.people[i].hit = value;room[nowroomi].people[i].hit = value;color(4);cout << "设置成功" << endl;color(16);} else {cout << "输入错误";}break;}}if (!isfind) {cout << "你要设谁?" << endl;}}} else {cout << "什么?" << endl;}} else if (ins1 == "clone") {if (IDEN == "wizard-2" || IDEN == "wizard-3" || IDEN == "wizard-4"|| IDEN == "wizard-5") {string what;cin >> what;bool isfind = false;for (int i = 0; i < 100; i++) {if (inroom.weapon[i].Englishname == what) {isfind = true;for (int j = 0; j < 100; j++) {if (inroom.weapon[j].name == "") {inroom.weapon[j] = inroom.weapon[i];room[nowroomi].weapon[j] = inroom.weapon[i];color(6);cout << inroom.weapon[j].name << "克隆成功!" << endl;color(16);break;}}break;}}if (!isfind) {for (int i = 0; i < 100; i++) {if (inroom.thing[i].Englishname == what) {isfind = true;for (int j = 0; j < 100; j++) {if (inroom.thing[j].name == "") {inroom.thing[j] = inroom.thing[i];room[nowroomi].thing[j] = inroom.thing[i];color(6);cout << inroom.thing[j].name << "克隆成功!" << endl;color(16);break;}}break;}}}if (!isfind) {for (int i = 0; i < 100; i++) {if (inroom.book[i].Englishname == what) {isfind = true;for (int j = 0; j < 100; j++) {if (inroom.book[j].name == "") {inroom.book[j] = inroom.book[i];room[nowroomi].book[j] = inroom.book[i];color(6);cout << inroom.book[j].name << "克隆成功!" << endl;color(16);break;}}break;}}}if (!isfind) {for (int i = 0; i < 100; i++) {if (inroom.people[i].Englishname == what) {isfind = true;for (int j = 0; j < 100; j++) {if (inroom.people[j].name == "") {inroom.people[j] = inroom.people[i];room[nowroomi].people[j] = inroom.people[i];color(6);cout << inroom.people[j].name << "克隆成功!" << endl;color(16);break;}}break;}}}if (!isfind) {cout << "没有这样东西" << endl;}} else {cout << "什么?" << endl;}} else if (ins1 == "throw") {string thing;cin >> thing;string who;cin >> who >> who;bool isthing = false, ispeople = false;for (int i = 0; i < 100; i++) {if (bag3[i].Englishname == thing) {isthing = true;for (int j = 0; j < 100; j++) {if (inroom.people[j].Englishname == who) {ispeople = true;if (rand() % 10000 >= inroom.people[j].dodge - hit) {cout << "你的" << bag3[i].name << "正中" << inroom.people[j].name << "的头!" <<endl;inroom.people[j].health -= rand() % 1000 + 200;room[nowroomi].people[j].health = inroom.people[j].health;if (inroom.people[j].health < 1) {cout << inroom.people[j].name << "大叫一声,倒在地上,死了" << endl;make_corpse(inroom.people[j], inroom.people[j].weapon);} else {cout << inroom.people[j].name << "看起来想要杀了你!" << endl;x[0] = inroom.people[j];y[0] = j;killall(x, 1, y);}} else {cout << "对方轻轻一跳,躲了过去" << endl;cout << inroom.people[j].name << "看起来想要杀了你!" << endl;x[0] = inroom.people[j];y[0] = j;killall(x, 1, y);}break;}}break;}}if (!isthing) {cout << "没有这个东西" << endl;} else if (!ispeople) {cout << "没有这个人" << endl;}} else if (ins1 == "conjure") {string which;cin >> which;map<string, we>::iterator it = weap.find(which);if (it != weap.end()) {for (int i = 0; i < 100; i++) {if (inroom.weapon[i].name == "") {inroom.weapon[i] = it->second;color(6);cout << "只见" << myname << "挥手一指,凭空变出一个" << it->second.name << endl;color(16);break;}}} else {cout << "没有这个武器" << endl;}} else if (ins1 == "enable") {string whichskill;cin >> whichskill;bool isfind = false;for (int i = 0; i < 100; i++) {if (myskill[i].Englishname == whichskill) {isfind = true;if (myskill[i].isattack == true) {cout << "你要enable的技能不是轻功技能" << endl;} else {cout << "你打算使用" << myskill[i].name << "作为战斗时使用的轻功" << endl;nowdodgeskill = myskill[i];}}}if (!isfind) {cout << "没有这种技能" << endl;}} else if (ins1 == "score") {if (IDEN == "wizard-2" || IDEN == "wizard-3" || IDEN == "wizard-4"|| IDEN == "wizard-5") {string who;cin >> who;bool isfind = false;for (int i = 0; i < 100; i++) {if (inroom.people[i].Englishname == who) {isfind = true;cout << "攻击:";color(4);cout << inroom.people[i].damage << endl;color(16);cout << "防御:";color(14);cout << inroom.people[i].defense << endl;color(16);cout << "生命:";if (inroom.people[i].health > inroom.people[i].maxhealth / 6 * 5) color(10);else if (inroom.people[i].health > inroom.people[i].maxhealth / 6 * 4) color(14);else if (inroom.people[i].health > inroom.people[i].maxhealth / 6 * 3) color(14);else if (inroom.people[i].health > inroom.people[i].maxhealth / 6 * 2) color(12);else if (inroom.people[i].health > inroom.people[i].maxhealth / 6) color(12);else color(4);cout << inroom.people[i].health;color(16);cout << "/";color(10);cout << inroom.people[i].maxhealth << endl;color(16);cout << "内功:";if (inroom.people[i].force > inroom.people[i].maxforce / 6 * 5) color(10);else if (inroom.people[i].force > inroom.people[i].maxforce / 6 * 4) color(14);else if (inroom.people[i].force > inroom.people[i].maxforce / 6 * 3) color(14);else if (inroom.people[i].force > inroom.people[i].maxforce / 6 * 2) color(12);else if (inroom.people[i].force > inroom.people[i].maxforce / 6) color(12);else color(4);cout << inroom.people[i].force;color(16);cout << "/";color(10);cout << inroom.people[i].maxforce << endl;color(16);cout << "命中:";cout << inroom.people[i].hit << endl;color(16);cout << "躲避:";color(10);cout << inroom.people[i].dodge << endl;color(16);break;}}if (!isfind) {cout << "没有这个人" << endl;}}} else if (ins1 == "menpai") {color(4);cout << "正派";color(16);cout << ":";color(8);cout << "武当,丐帮,少林" << endl;color(1);cout << "中立";color(16);cout << ":";color(8);cout << "道家,铸剑山庄,空桑派,小学生帮,初中会,大学派" << endl;color(5);cout << "邪教";color(16);cout << ":";color(8);cout << "古墓,灵鹫宫,神龙教" << endl;color(11);cout << "要拜师,请输入:bai<门派中文名>" << endl;color(16);} else if (ins1 == "bai") {string men;cin >> men;if (men != "武当" && men != "丐帮" && men != "少林" && men != "道家"&& men != "铸剑山庄" && men != "空桑派" && men != "古墓" && men != "灵鹫宫"&& men != "神龙教") {cout << "没有这个门派" << endl << endl;color(4);cout << "正派";color(16);cout << ":";color(8);cout << "武当,丐帮,少林" << endl << endl;color(1);cout << "中立";color(16);cout << ":";color(8);cout << "道家,铸剑山庄,空桑派" << endl << endl;color(5);cout << "邪教";color(16);cout << ":";color(8);cout << "古墓,灵鹫宫,神龙教" << endl;} else if (!baishi) {cout << men << ":嗯,欢迎你加入。" << endl;cout << "你成功拜入" << men << endl;mymenpai = men;if (mymenpai == "武当") {inroom = room[26];nowroomi = 26;outroom();}if (mymenpai == "丐帮") {inroom = room[27];nowroomi = 27;outroom();}if (mymenpai == "铸剑山庄") {inroom = room[41];nowroomi = 41;outroom();}if (mymenpai == "道家") {inroom = room[43];nowroomi = 43;outroom();}baishi = true;} else {cout << "你已经是" << mymenpai << "的学生了" << endl;}} else if (ins1 == "dazuo") {int time;cin >> time;color(8);cout << "你盘腿坐下,静下心来,开始打坐..." << endl;color(16);for (int i = 0; i < time; i++) {Sleep(3000);if (force < maxforce) {if (force + 100 > maxforce) {cout << "你的内力补充了";color(10);cout << maxforce - force;color(16);cout << "点" << endl;force = maxforce;color(1);cout << "内力补充完毕" << endl;color(16);} else {cout << "你的内力补充了";color(10);cout << "100";color(16);cout << "点" << endl;force += 100;}} else {cout << "你的最大内力提升了";color(6);cout << "10";color(16);cout << "点" << endl;cout << "你的内力提升了";color(6);cout << "10";color(16);cout << "点" << endl;maxforce += 10;force += 10;}}color(8);cout << "你站了起来,准备去别的地方。" << endl;color(16);} else if (ins1 == "liaoshang") {color(8);cout << "你盘腿坐下,开始医疗伤口..." << endl;color(16);while (1) {Sleep(3000);if (health + 100 > maxhealth) {cout << "你的气血恢复了";color(10);cout << maxhealth - health;color(16);cout << "点" << endl;health = maxhealth;color(1);cout << "气血恢复完毕" << endl;color(16);break;} else {cout << "你的气血恢复了";color(10);cout << "100";color(16);cout << "点" << endl;health += 100;}}color(8);cout << "你站了起来,准备去别的地方。" << endl;color(16);} else if (ins1 == "home") {int a;cin >> a;if (((((a % 2) * 3) / 2) * 9816) % 102 == 0) {inroom = room[39];nowroomi = 39;outroom();}} else if (ins1 == "mine") {if (inroom.name == "矿洞") {int time;cin >> time;color(8);cout << "你拿起矿镐,走进矿洞深处,开始挖矿..." << endl;color(16);for (int i = 0; i < time; i++) {Sleep(10000);int ran = rand() % 44 + 1;switch (ran) {case 1:case 2:case 3:case 4:case 5:case 6:case 7:case 8:cout << "你挖到了煤矿...";minebag[1].coin++;break;case 9:case 10:case 11:case 12:case 13:case 14:case 15:case 16:cout << "你挖到了铜矿...";minebag[4].coin++;break;case 17:case 18:case 19:case 20:case 21:case 22:cout << "你挖到了铁矿...";minebag[0].coin++;break;case 23:case 24:case 25:case 26:case 27:case 28:cout << "你挖到了金矿...";minebag[2].coin++;break;case 29:case 30:case 31:cout << "你挖到了黑曜石...";minebag[5].coin++;break;case 32:case 33:case 34:case 35:cout << "你挖到了精铁矿...";minebag[6].coin++;break;case 36:cout << "你挖到了钻石...";minebag[7].coin++;break;case 37:case 38:case 39:case 40:cout << "你挖到了银矿...";minebag[8].coin++;break;case 41:case 42:case 43:cout << "你挖到了钢矿...";minebag[3].coin++;break;case 44:cout << "你挖到了钛矿...";minebag[9].coin++;break;default:break;}cout << endl;ran = rand() % 5 + 5;cout << "增加" << ran << "点潜能," << ran / 2 << "点经验!!!" << endl;potential += ran;experience += ran / 2;}color(8);cout << "你挖完了矿,准备去别的地方。" << endl;color(16);} else {cout << "什么?" << endl;}} else if (ins1 == "minebag") {cout << "你有以下矿石:" << endl;for (int i = 0; i < 13; i++) {cout << minebag[i].name;for (int j = 0; j < 20 - minebag[i].name.size(); j++) {cout << " ";}cout << minebag[i].coin << "个" << endl;}} else if (ins1 == "blend") {string a, b;cin >> a >> b;for (int i = 0; i < 20; i++) {if (a == minebag[i].Englishname) {}}} else if (ins1 == "makesword") {if (mymenpai == "铸剑山庄") {cout << "[1级]弱铁剑 [2级]铁剑 [3级]精铁剑 [4级]钢剑 [5级]强之剑 [6级]精之剑 [7级]钻之剑 [8级]昂之剑 [9级]神之剑 [10级]倚天剑"<< endl;cout << "造剑等级:" << buildlevel << endl;cout << "你要造几级剑:" << endl;int level;cin >> level;if (level > buildlevel) {color(12);cout << "你的造剑等级不足!" << endl;color(16);} else {switch (level) {case 1:if (minebag[0].coin < 10 || minebag[1].coin < 10 || minebag[4].coin < 10) {cout << "造弱铁剑需要10x铁,10x煤,还有10x铜" << endl;} else {cout << "制造成功,使用了10x铁,10x煤,还有10x铜" << endl;buildexp += 75;cout << "你的造剑经验增加了";color(4);cout << "75" << endl;color(16);minebag[0].coin -= 10;minebag[1].coin -= 10;minebag[4].coin -= 10;for (int i = 0; i < 100; i++) {if (bag[i].name == "") {bag[i] = { "弱铁剑","weakiron_sword","剑","用铁铸成的剑,比铁剑稍微弱一点",30,30,0,0,0,-5,5 };break;}}}if (buildexp > buildlevel * 500 + 1000) {cout << "你的";color(4);cout << "造剑技能";color(16);cout << "等级提升了" << endl;buildlevel++;buildexp = 0;}break;case 2:if (minebag[0].coin < 20 || minebag[1].coin < 20 || minebag[4].coin < 15|| minebag[2].coin < 10) {cout << "造铁剑需要20x铁,20x煤,15x铜,还有10x金" << endl;} else {cout << "制造成功,使用了20x铁,20x煤,15x铜,还有10x金" << endl;minebag[0].coin -= 20;minebag[1].coin -= 20;minebag[4].coin -= 15;minebag[2].coin -= 10;buildexp += 150;cout << "你的造剑经验增加了";color(4);cout << "150" << endl;color(16);for (int i = 0; i < 100; i++) {if (bag[i].name == "") {bag[i] = { "铁剑","iron_sword","剑","用铁铸成的剑",50,50,0,0,0,-6,8 };break;}}}if (buildexp > buildlevel * 500 + 1000) {cout << "你的";color(4);cout << "造剑技能";color(16);cout << "等级提升了" << endl;buildlevel++;buildexp = 0;}break;case 3:if (minebag[0].coin < 35 || minebag[1].coin < 35 || minebag[4].coin < 25|| minebag[2].coin < 20) {cout << "造精铁剑需要35x铁,35x煤,25x铜,还有20x金" << endl;} else {cout << "制造成功,使用了35x铁,35x煤,25x铜,还有20x金" << endl;minebag[0].coin -= 35;minebag[1].coin -= 35;minebag[4].coin -= 25;minebag[2].coin -= 20;buildexp += 250;cout << "你的造剑经验增加了";color(4);cout << "250" << endl;color(16);for (int i = 0; i < 100; i++) {if (bag[i].name == "") {bag[i] = { "精铁剑","iron_sword","剑","用精铁铸成的剑,很坚硬",100,100,0,0,0,-10,10 };break;}}}if (buildexp > buildlevel * 500 + 1000) {cout << "你的";color(4);cout << "造剑技能";color(16);cout << "等级提升了" << endl;buildlevel++;buildexp = 0;}break;}}}} else if (ins1 == "baishi") {string name;cin >> name;for (int i = 0; i < 100; i++) {if (inroom.people[i].Englishname == name) {if (inroom.people[i].canbai) {cout << inroom.people[i].name << ":好,我就收你这个徒弟!" << endl;cout << "你向" << inroom.people[i].name <<"恭恭敬敬地磕了三下头,并喊出声来:师父,师父!" << endl;myshifu = inroom.people[i].name;} else {cout << inroom.people[i].name << ":拜师?不敢当不敢当" << endl;}break;}}} else if (ins1 == "masterskill") {if (myshifu != "你还未拜师...") {for (int i = 0; i < 100; i++) {if (inroom.people[i].name == myshifu) {cout << inroom.people[i].name << "学会了以下技能:" << endl;for (int j = 0; inroom.people[i].skills[j].name != ""; j++) {cout << inroom.people[i].skills[j].name << "(";color(3);cout << inroom.people[i].skills[j].Englishname;color(16);cout << ") ";cout << inroom.people[i].skills[j].level;if (inroom.people[i].skills[j].level < 100) {color(2);cout << " 初学乍练" << endl;color(16);} else if (inroom.people[i].skills[j].level < 200) {color(2);cout << " 略知一二" << endl;color(16);} else if (inroom.people[i].skills[j].level < 300) {color(9);cout << " 半生不熟" << endl;color(16);} else if (inroom.people[i].skills[j].level < 400) {color(9);cout << " 平淡无奇" << endl;color(16);} else if (inroom.people[i].skills[j].level < 500) {color(9);cout << " 心神领会" << endl;color(16);} else if (inroom.people[i].skills[j].level < 600) {color(14);cout << " 熟能生巧" << endl;color(16);} else if (inroom.people[i].skills[j].level < 700) {color(14);cout << " 高深莫测" << endl;color(16);} else if (inroom.people[i].skills[j].level < 800) {color(14);cout << " 出神入化" << endl;color(16);} else if (inroom.people[i].skills[j].level < 900) {color(12);cout << " 旷古绝伦" << endl;color(16);} else if (inroom.people[i].skills[j].level < 1000) {color(12);cout << " 绝世高深" << endl;color(16);} else {color(12);cout << " 返璞归真" << endl;color(16);}}break;}}} else {cout << "你还未拜师..." << endl;}} else if (ins1 == "learn") {string ski;int num;cin >> ski >> num;if (myshifu == "你还未拜师...") {cout << myshifu << endl;} else {bool ishere = false;for (int i = 0; i < 100; i++) {if (inroom.people[i].name == myshifu) {ishere = true;bool isskill = false;for (int j = 0; inroom.people[i].skills[j].name != ""; j++) {if (inroom.people[i].skills[j].Englishname == ski) {isskill = true;for (int k = 0; k < num; k++) {bool have = false;for (int l = 0; l < myskilli; l++) {if (inroom.people[i].skills[j].name == myskill[l].name) {if (potential >= myskill[l].level) {if (inroom.people[i].skills[j].level <= myskill[l].level) {cout << "你这项技能等级已经不输你的师父了!!" << endl;} else {potential -= myskill[l].level;myskill[l].level++;damage += myskill[l].plusattack;dodge += myskill[l].plusdodge;hit += myskill[l].plushit;maxhealth += myskill[l].plushealth;health += myskill[l].plushealth;maxforce += myskill[l].plusforce;force += myskill[l].plusforce;cout << "你";color(4);cout << myskill[l].name;color(16);cout << "的等级提升了!" << endl;allskilllevel++;if (inroom.people[i].skills[j].name == "「反弹剑法」") {reboundnum += 1;}}} else {cout << "可能是缺乏实战经验,你实在理解不了" << inroom.people[i].name <<"所讲的东西" << endl;}have = true;break;}}if (!have) {myskill[myskilli] = inroom.people[i].skills[j];myskill[myskilli].damage = damage * inroom.people[i].skills[j].timedamage;myskill[myskilli++].level = 1;if (inroom.people[i].skills[j].name == "「反弹剑法」") {isrebound = true;reboundnum = 10;}cout << "你";color(4);cout << inroom.people[i].skills[j].name;color(16);cout << "的等级提升了!" << endl;allskilllevel++;}}break;}}if (!isskill) {cout << "这项技能你可能要找别人学了..." << endl;}break;}}if (!ishere) {cout << "你的师父不在这啊..." << endl;}}} else if (ins1 == "introduction") {system("start https://paste.ubuntu.com/p/nDK6hkY4xJ/");cout << "开启副本攻略成功" << endl;} else if (ins1 == "uplv") {if (nowroomi == 3) {cout << "你恭恭敬敬地问武神:「贫僧武功境界如何?」" << endl;Sleep(1000);if (title == "普通百姓") {cout << "武神说:「贫僧武功正式武士之境界。继续努力即可到达武师境界」" << endl;title = "武士";titlecolor = 10;} else if (title == "武士") {if (allskilllevel >= 2000 && maxforce >= 2000) {cout << "武神说:「贫僧武功正式武师之境界。继续努力即可到达宗师境界」" << endl;title = "武师";titlecolor = 9;} else {cout << "武神说:「要到达武师境界,需要所有技能的等级之和到达2000和最大内力到达2000」"<< endl;}}} else {cout << "武神不在这" << endl;}} else if (ins1 == "wudaota") {cout << "进入武道塔成功!";inroom = room[44];nowroomi = 44;outroom();} else if (ins1 == "build") {bool ishave = false;for (int i = 0; i < 100; i++) {if (inroom.people[i].name == "师傅") {ishave = true;}}if (ishave) {cout << "类型:剑,刀,鞭(注意:拂尘也算鞭),拳,棍" << endl;cout << "输入武器类型:";we makeweapon;cin >> makeweapon.type;cout << "起好名:断空剑,斩铁刀,随缘鞭,千年尘,凝碧刀,斩人无血,无双棍,阴阳棍,七煞刀,月无影,嗜血鞭"<< endl;cout << "输入武器名字:";cin >> makeweapon.name;cout << "输入武器英文名:";cin >> makeweapon.Englishname;makeweapon.tell = "这是" + myname + "的专属武器,名叫" + makeweapon.name + "。";makeweapon.plusdamage = 100;makeweapon.plusdefense = 50;makeweapon.plusdodge = 100;makeweapon.plusforce = 100;makeweapon.plushealth = 100;makeweapon.plushit = 100;makeweapon.lv = 4;makeweapon.inlaynum = 10;makeweapon.inlaything[0] = {};makeweapon.inlaything[1] = {};makeweapon.inlaything[2] = {};makeweapon.inlaything[3] = {};makeweapon.inlaything[4] = {};makeweapon.inlaything[5] = {};makeweapon.inlaything[6] = {};makeweapon.inlaything[7] = {};makeweapon.inlaything[8] = {};makeweapon.inlaything[9] = {};cout << "需要10*铁矿,10*煤,10*金矿,10*铜矿,10*钢矿,10*黑曜石去打造" <<endl;if (minebag[0].coin < 10 || minebag[1].coin < 10 || minebag[2].coin < 10|| minebag[3].coin < 10 || minebag[4].coin < 10 || minebag[5].coin < 10) {cout << "材料不足" << endl;} else {cout << "制造成功" << endl;minebag[0].coin -= 10;minebag[1].coin -= 10;minebag[2].coin -= 10;minebag[3].coin -= 10;minebag[4].coin -= 10;minebag[5].coin -= 10;for (int i = 0; i < 100; i++) {if (bag[i].name == "") {bag[i] = makeweapon;break;}}}} else {cout << "这里没有可以帮你打造武器的人啊!" << endl;}} else if (ins1 == "refine") {bool ishave = false;for (int i = 0; i < 100; i++) {if (inroom.people[i].name == "师傅") {ishave = true;}}if (ishave) {cout << "精炼需要3*黑曜石" << endl;if (minebag[5].coin >= 3) {color(nweapon.lv);cout << nweapon.name;color(16);cout << "精炼至";for (int i = 0; i < 100; i++) {if (bag[i].name == nweapon.name) {if (bag[i].name[bag[i].name.size() - 2] == -95&& bag[i].name[bag[i].name.size() - 1] == -13) {bag[i].name[bag[i].name.size() - 1] = -12;nweapon.name[nweapon.name.size() - 1] = -12;} else {bag[i].name += "◇";nweapon.name += "◇";}nweapon.plusdamage += 20;nweapon.plusdefense += 10;nweapon.plusdodge += 20;nweapon.plusforce += 20;nweapon.plushealth += 100;nweapon.plushit += 20;damage += 20;defense += 10;dodge += 20;force += 20;maxforce += 20;health += 100;maxhealth += 100;hit += 20;bag[i].plusdamage += 20;bag[i].plusdefense += 10;bag[i].plusdodge += 20;bag[i].plusforce += 20;bag[i].plushealth += 100;bag[i].plushit += 20;break;}}color(nweapon.lv);cout << nweapon.name << endl;color(16);bag[5].coin -= 3;} else {color(4);cout << "黑曜石不足!" << endl;color(16);}} else {cout << "这里没有可以帮你精炼武器的人啊!" << endl;}} else if (ins1 == "inlay") {bool ishave = false;for (int i = 0; i < 100; i++) {if (inroom.people[i].name == "师傅") {ishave = true;}}if (ishave) {int inlayplace;for (inlayplace = 0; inlayplace < nweapon.inlaynum; inlayplace++) {if (nweapon.inlaything[inlayplace].name == "") {break;}}if (inlayplace == nweapon.inlaynum) {color(6);cout << "此武器已经没有可以镶嵌宝石的地方了" << endl;color(16);} else {cout << "请问你要镶嵌什么宝石在";color(nweapon.lv);cout << nweapon.name;color(16);cout << "上" << endl;for (int i = 0; i < 100; i++) {if (bag3[i].tell == "这是一个宝石") {cout << bag3[i].name << "(" << bag3[i].Englishname << ")" << endl;}}string name;cin >> name;ishave = false;for (int i = 0; i < 100; i++) {if (bag3[i].tell == "这是一个宝石" && bag3[i].Englishname == name) {ishave = true;nweapon.inlaything[inlayplace] = bag3[i];nweapon.plusdamage += bag3[i].coin * 10;nweapon.plusdefense += bag3[i].coin * 5;nweapon.plusdodge += bag3[i].coin * 10;nweapon.plusforce += bag3[i].coin * 10;nweapon.plushealth += bag3[i].coin * 100;nweapon.plushit += bag3[i].coin * 10;damage += bag3[i].coin * 10;defense += bag3[i].coin * 5;dodge += bag3[i].coin * 10;force += bag3[i].coin * 10;maxforce += bag3[i].coin * 10;health += bag3[i].coin * 100;maxhealth += bag3[i].coin * 100;hit += bag3[i].coin * 10;for (int j = 0; j < 100; j++) {if (bag[j].Englishname == nweapon.Englishname) {bag[j].inlaything[inlayplace] = bag3[i];bag[j].plusdamage += bag3[i].coin * 10;bag[j].plusdefense += bag3[i].coin * 5;bag[j].plusdodge += bag3[i].coin * 10;bag[j].plusforce += bag3[i].coin * 10;bag[j].plushealth += bag3[i].coin * 100;bag[j].plushit += bag3[i].coin * 10;break;}}bag3[i] = {};break;}}if (!ishave) {color(6);cout << "没有这个宝石" << endl;color(16);} else {color(4);cout << "镶嵌成功" << endl;color(16);}}} else {cout << "这里没有可以帮强化武器的人啊!" << endl;}} else if (ins1 == "pray") {if (nowroomi == 0) {int ran = rand() % 10;if (ran == 0) {color(4);cout << "天上突然打下一道雷,正中";color(11);cout << myname << endl;color(4);cout << "你眼前一黑,晕了过去..." << endl;color(16);Sleep(10000);color(6);cout << "慢慢地,你有了知觉..." << endl;color(16);} else if (ran == 9) {color(6);cout << "祈祷完了,你感觉自己全身闪着金光..." << endl;color(8);cout << "(金色传说!!!)" << endl;color(16);} else {color(8);cout << "祈祷完了,你感觉什么都没发生..." << endl;color(16);}} else {cout << "这里不是客栈..." << endl;}} else if (ins1 == "task") {string someone;cin >> someone;if (someone == "XiaoEr" && !ta[0] && nowroomi == 0) {if (task == "XiaoEr") {for (int i = 0; i < 100; i++) {if (bag3[i].name == "野狗的尸体") {color(6);cout << "店小二跟你说:大侠,多谢你的帮助" << endl;cout << "店小二给你了100文钱" << endl;ta[0] = true;coin += 100;color(16);break;}}}if (!ta[0]) {color(6);cout << "店小二跟你说:大侠,您可以去杀些野狗,为民除害吗?" << endl;color(16);task = "XiaoEr";}}if (someone == "notice1" && !ta[1] && nowroomi == 46) {if (task == "notice1") {if (!ta[1]) {color(6);cout << "你看了看告示,再次决定要去闯武道塔" << endl;color(16);task = "notice1";} else {color(6);cout << "士兵:你去了武道塔,皇帝叫我赏你5银" << endl;cout << "士兵给你了5银" << endl;color(16);coin += 500;}} else if (!ta[1]) {color(6);cout << "你撕下了告示,准备去闯闯武道塔" << endl;color(16);task = "notice1";} else {color(6);cout << "士兵:你去了武道塔,皇帝叫我赏你1银" << endl;cout << "士兵给你了100文钱" << endl;color(16);ta[1] = true;coin += 100;}}} else if (ins1 == "gift") {if (nowroomi == 47) {if (gift[0] == false) {cout << "你领取了登录礼包,获得了1银" << endl;coin += 100;gift[0] = true;}if (gift[1] == false) {cout << "你领取了夏日礼包,获得了";color(4);cout << "钟馗道剑" << endl;color(16);color(4);cout << "钟馗道剑" << endl;color(16);cout << "品质【";color(4);cout << "红";color(16);cout << "】" << endl;cout << "镶嵌槽: ◇◇◇◇◇" << endl;gift[1] = true;for (int i = 0; i < 100; i++) {if (bag[i].name == "") {bag[i] = zhongkui;break;}}}} else {cout << "什么?" << endl;cout << "如果你不知道指令,请输入 help 查询" << endl;}} else {cout << "什么?" << endl;cout << "如果你不知道指令,请输入 help 查询" << endl;}conversion();for (int i = 0; i < myskilli; i++) {if (myskill[i].name != "绝世武功") {myskill[i].damage = myskill[i].timedamage * damage;}}}return 0;
}
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