} 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;
}