C++ 大型RPG游戏-龙的传人-控制台版6000行代码
发布日期:2021-05-10 05:17:17 浏览次数:13 分类:原创文章

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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

在这里插入图片描述
在这里插入图片描述

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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哈哈,博客排版真的漂亮呢~
[***.90.31.176]2025年04月21日 17时02分04秒