C++ 大型RPG游戏-龙的传人-控制台版6000行代码

C++ 大型RPG游戏-龙的传人-控制台版6000行代码

效果图

C++ 大型RPG游戏-龙的传人-控制台版6000行代码
C++ 大型RPG游戏-龙的传人-控制台版6000行代码

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*",
		{
			{ "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 << "*";
			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 << "*";
				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;
}

编辑器快不行了,我先溜了—,记得点个赞哈!!

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