if(name=="远古僵尸1"){
        add_drop(1,22,6,1,1,0);
    	add_drop(2,15,2,1,1,0);
    	add_drop(3,113,10,1,1,0);
		add_drop(4,114,10,1,1,0);
		add_drop(5,115,10,1,1,0);
		add_drop(6,116,10,1,1,0);
		add_drop(7,117,20,1,1,0);
		add_drop(8,118,20,1,1,0);
		add_drop(9,119,20,1,1,0);
		add_drop(10,128,3,1,1,0);
		add_drop(11,66,10,1,1,0);
    }
    if(name=="远古骷髅1"){
        choose=1+rand()%3;
        cout<<"获得 "<<choose<<" 个箭!"<<endl;
        arrow[1]+=choose;
        getch();
        add_drop(1,128,3,1,1,0);
		add_drop(2,30,16,1,1,0);
        add_drop(3,113,10,1,1,0);
		add_drop(4,114,10,1,1,0);
		add_drop(5,115,10,1,1,0);
		add_drop(6,116,10,1,1,0);
		add_drop(7,117,20,1,1,0);
		add_drop(8,118,20,1,1,0);
		add_drop(9,119,20,1,1,0);
		add_drop(10,68,10,1,1,0);
    }
    if(name=="远古蜘蛛1"){
        add_drop(1,128,3,1,1,0);
        add_drop(2,38,1,1,1,0); 
        add_drop(3,74,25,1,1,0);
    }
    if(name=="丛林守护者1"){
    	add_drop(1,128,1,1,8,4);
		choose=1+rand()%7;
		cout<<"获得 "<<item[129+choose].itemname<<" x1!"<<endl;
        bag[129+choose]+=choose;
    	getch();
    	add_drop(2,66,1,1,1,1);
		add_drop(3,72,2,1,1,0);
	}
    if(name=="寒冰僵尸"){
        add_drop(1,22,6,1,1,0);
    	add_drop(2,15,2,1,1,0);
    	add_drop(3,113,10,1,1,0);
		add_drop(4,114,10,1,1,0);
		add_drop(5,115,10,1,1,0);
		add_drop(6,116,10,1,1,0);
		add_drop(7,117,20,1,1,0);
		add_drop(8,118,20,1,1,0);
		add_drop(9,119,20,1,1,0);
		add_drop(10,161,3,1,1,0);
		add_drop(11,66,100,1,1,0);
    }
    if(name=="寒冰骷髅"){
        choose=1+rand()%3;
        cout<<"获得 "<<choose<<" 个箭!"<<endl;
        arrow[1]+=choose;
        getch();
        add_drop(1,161,3,1,1,0);
		add_drop(2,30,16,1,1,0);
        add_drop(3,113,10,1,1,0);
		add_drop(4,114,10,1,1,0);
		add_drop(5,115,10,1,1,0);
		add_drop(6,116,10,1,1,0);
		add_drop(7,117,20,1,1,0);
		add_drop(8,118,20,1,1,0);
		add_drop(9,119,20,1,1,0);
		add_drop(10,68,100,1,1,0);
    }
    if(name=="寒冰蜘蛛"){
        add_drop(1,161,3,1,1,0);
        add_drop(2,38,1,1,1,0); 
        add_drop(3,74,25,1,1,0);
    }
    if(name=="烈焰人"){
        add_drop(1,180,4,1,1,0);
        add_drop(2,122,3,1,1,0); 
    }
    if(name=="凋零骷髅"){
        add_drop(1,180,4,1,1,0);
        add_drop(2,19,2,1,1,0); 
        add_drop(2,190,50,1,1,0);
    }
    if(name=="尸壳1"){
        add_drop(1,22,6,1,1,0);
    	add_drop(2,15,2,1,1,0);
    	add_drop(3,113,10,1,1,0);
		add_drop(4,114,10,1,1,0);
		add_drop(5,115,10,1,1,0);
		add_drop(6,116,10,1,1,0);
		add_drop(7,117,20,1,1,0);
		add_drop(8,118,20,1,1,0);
		add_drop(9,119,20,1,1,0);
		add_drop(10,162,3,1,1,0);
		add_drop(11,66,10,1,1,0);
    }
    if(name=="沙骷1"){
        choose=1+rand()%3;
        cout<<"获得 "<<choose<<" 个箭!"<<endl;
        arrow[1]+=choose;
        getch();
        add_drop(1,162,3,1,1,0);
		add_drop(2,30,16,1,1,0);
        add_drop(3,113,10,1,1,0);
		add_drop(4,114,10,1,1,0);
		add_drop(5,115,10,1,1,0);
		add_drop(6,116,10,1,1,0);
		add_drop(7,117,20,1,1,0);
		add_drop(8,118,20,1,1,0);
		add_drop(9,119,20,1,1,0);
		add_drop(10,68,10,1,1,0);
    }
    if(name=="沙尘蜘蛛1"){
        add_drop(1,162,3,1,1,0);
        add_drop(2,38,1,1,1,0); 
        add_drop(3,74,25,1,1,0);
    }
    if(name=="沙暴之神1"){
    	add_drop(1,162,1,1,8,4);
		choose=1+rand()%7;
		cout<<"获得 "<<item[163+choose].itemname<<" x1!"<<endl;
        bag[163+choose]+=choose;
    	getch();
		add_drop(2,74,1,1,1,1);
		add_drop(3,78,2,1,1,0);
	}
	for(int i=1;i<=100;i++){
		if(d[i].drop_num==0) break;
		if(1+rand()%d[i].rand1<=d[i].rand2){
			choose=d[i].drop_amount1+rand()%(d[i].drop_amount2+1);
			cout<<"获得 "<<item[d[i].drop_num].itemname<<" x"<<choose<<" !"<<endl;
			bag[d[i].drop_num]+=choose;
			getch();
		}
	}
	return;
}

//给我拎出来变成全局变量('v')=b 
int attackback=0;//反弹 
int player_withertime=0;//凋零时间 
int burntime=0,burn=0;//敌人灼烧时间 灼烧层数  

//造成伤害(扣血) 
void Damage(string MN,int &MH,int MD,int attack,bool crit,bool rd,int targ,int typ,int special){//敌人名 敌人血量 *目标*防御(不是敌人!) 攻击 是否可暴击 是否浮动 目标类型 0敌人/1玩家 攻击类型 0主手/1副手 特殊(如果有某些特殊效果的话 
	if(targ==0){//玩家 攻击敌人 
		if(typ==0){//主手攻击 
//			cout<<"你使用 "<<weapon1name[weapon1]<<" 对 "<<MN<<" 进行攻击!"<<endl;
//	        Sleep(500);
            int damage;
			if(rd) damage=max((attack-MD/5)*(100+rand()%20-rand()%20)/100,1+attack/5); //浮动伤害 
			else damage=max((attack-MD/5),1+attack/5);//不浮动 
            if(crit&&rand()%100<critical_rate){//暴击 
            	sc(4);
            	damage=damage*3/2;//伤害+50% 
                cout<<"暴击!"<<endl;
                sc(7);
			}
            cout<<MN<<" 受到了 ";sc(4);cout<<damage<<" 点伤害!"<<endl;sc(7);
            Sleep(500);
            MH-=damage;
            if(sk[11].skilltake&&rand()%4==0){//被动 连击技能 
				cout<<"连击 技能触发!"<<endl;
				Sleep(500);
				cout<<"你对敌人再次使用 "<<weapon1name[weapon1]<<" 打出攻击!"<<endl;
				getch();
				damage=max(2+skill[11]-MD/5,2);
				cout<<MN<<" 受到了 ";sc(4);cout<<damage<<" 点伤害!"<<endl;sc(7);
				MH-=damage;
				Sleep(500);
			}
            cout<<"当前 "<<MN<<" 还有 ";sc(4);cout<<MH<<" 点生命!"<<endl;sc(7);
            Sleep(500);
            getch();
		}else{//副手攻击 
//			cout<<"你使用 "<<weapon2name[weapon2]<<" 对 "<<MN<<" 进行攻击!"<<endl;
//          Sleep(500);
            int damage;
			if(rd) damage=max((attack-MD/5)*(100+rand()%20-rand()%20)/100,1+attack/5); //浮动伤害
			else damage=max((attack-MD/5),1+attack/5);//不浮动 
			if(enemyskill[47]){
				damage-=enemyskill[47];
				damage=max(1,damage);
			} 
            if(crit&&rand()%100<critical_rate){//暴击 
                sc(4);
                damage=damage*3/2;//伤害+50% 
                cout<<"暴击!"<<endl;
                sc(7);
			} 
            cout<<MN<<" 受到了 ";sc(4);cout<<damage<<" 点伤害!"<<endl;sc(7);
            Sleep(500);
            MH-=damage;
            cout<<"当前 "<<MN<<" 还有 ";sc(4);cout<<MH<<" 点生命!"<<endl;sc(7);
            getch();         
            if(weapon2==8){
            	if(rand()%5==0){//20%
            		b:
            		burn++;
					burntime++;
            		cout<<"敌人着火了!"<<endl;
            		getch();
				}else{
					if(armor1==14&&armor2==14&&armor3==14&&armor4==14&&rand()%4==0) goto b;//+20%
				}
			} 
            system("cls");
		}//这个else应该还可以再合并,但我懒了。而且考虑到远程攻击以后可能会有不同的箭矢。
		//尽管目前只有一种... 
	}else{//敌人攻击 
    	int damage;
        if(rd) damage=max((attack-MD/5)*(100+rand()%20-rand()%20)/100,1+attack/7);//浮动伤害
        else damage=max((attack-MD/5),1+attack/7);//不浮动 
		if(sk[10].skilltake&&skill[10]>0&&1+rand()&100<=skill[10]+2){//被动 闪避技能 
        	cout<<"闪避 技能触发!"<<endl;
            Sleep(500);
            if(rand()%2==1) cout<<"你身形向旁一闪,避开了敌人的攻击!"<<endl;//提示语 
            else cout<<"你眼疾手快,闪避开了攻击!"<<endl;//甚至有随机的两种( 
            getch();
		}else{
            if(defend){//副手 护盾 格挡 
          	  	sc(2);
            	cout<<"格挡触发!伤害减少 40% !"<<endl;
            	sc(7);
                defend=false;
                damage=damage*4/10;//伤害-40% 
            }
            if(attackback==1){//反弹技能 
                attackback=0;
                cout<<"你将伤害反弹给敌人!"<<endl;
                getch();
                int backdamage=max(damage*(1+skill[5])/10,2);///反弹的伤害 
                damage-=backdamage;//玩家受到的伤害 减少 反弹给敌人的伤害 
                cout<<"敌人受到了 ";
                sc(4);cout<<backdamage<<" 点伤害!"<<endl;sc(7);
                MH-=backdamage; 
                getch();
            }
            if(crit&&rand()%100<critical_rate){//暴击 
            	sc(4);
            	damage=damage*3/2;//伤害+50% 
                cout<<"暴击!"<<endl;
                sc(7);
			}
            health-=damage;
            cout<<"你受到了 ";sc(4);cout<<damage<<" 点伤害!"<<endl;sc(7);
            Sleep(500);
            cout<<"你还剩 ";sc(4);cout<<health<<" 点生命!"<<endl;sc(7);
            if(enemyskill[45]){//敌人被动 凋零技能  
            	cout<<"你被凋零了!"<<endl;
            	player_withertime+=enemyskill[45];
            	Sleep(500);
			} 
            getch();
		} 
	}
	return;
	//所以你还看了更新的代码,你真的这么关注这破游戏的更新与变化吗?
	//让我猜猜,像你这样的人,我认识的,要么是0307,不然就是0310...
	//hmmm... 不然还会是谁?...除了我自己。 
} 

void fight(string MN,int MH,int MA,int Mrand,int MD,int MS,int dis,int Adis,int xp,int Mmoney){//战斗 敌人名 敌人生命 敌人攻击 逃跑率(0为无法逃跑) 敌人防御 敌人速度 初始与敌人的距离 敌人攻击距离 胜利后获得的: 经验值 绿宝石 
    SetConsoleTitle("Fight!");
	dead=false;
    bool back=true;
    int enemyskilluse=0;//敌人使用技能 
    int heavy_attack=0;//巨力重拳 
   	bool healthy=false;//健康 被动技能 
    int posioncold=0;//药水冷却 
    
	defend=0;//原来这个东西以前一直没重置,我才发现。 
	attackback=0;
	player_withertime=0;
	
	int insane=0,frozen=0;
	int player_frozen=0,magicshield=0,recover;
    //玩家冰冻回合 魔力护盾层数  
    int powertime=0,powerlevel=0,speedtime=0,speedlevel=0;//药水 
    //力量时间 力量等级 速度时间 速度等级  
    int player_slowdown=99999,enemy_slowdown=0; 
    //玩家减速 敌人减速 
    int player_burntime=0,player_burn=0;//玩家灼烧 

    system("cls");
    for(int i=1;i<=100;i++) sk[i].cold_now=0;//初始化技能冷却 
    for(int i=1;i<=100;i++) enemyskillcold[i]=0;//初始化敌人技能冷却 
    if(skill[12]>0&&sk[12].skilltake==1&&health>=maxhealth*0.7){
        cout<<"被动技能 健康 触发:增加 "<<1+skill[12]*3<<" 防御!"<<endl;
        defense+=1+skill[12]*3;
        healthy=true; 
        Sleep(1000);
    }
    while(!dead){
        system("cls");
        if(MH<=0){
            reset();
            cout<<MN<<" 战败!"<<endl;//我方胜利 
            Sleep(1500);
            cout<<"你胜利了!"<<endl;
            Sleep(1000);
            sc(2);
            cout<<"获得经验 "<<xp<<" 点"<<endl; 
            sc(7);
            experience+=xp;
            Sleep(500);
            int levelnow=level;
            if(levelup(experience)>0) cout<<"你升级了!"<<endl;
            Sleep(500);
            cout<<"当前等级:"<<level<<endl;
            dead=true;
            Sleep(500);
            if(Mmoney>0) cout<<"你获得 "<<Mmoney<<" 颗绿宝石"<<endl;
            money+=Mmoney;
            getch();
            system("cls");
            return;
        }
        //一些每回合计算的东西... 
        
        for(int i=1;i<=100;i++) if(sk[i].cold_now>0) sk[i].cold_now--;//当前技能冷却减少 
        for(int i=1;i<=100;i++) if(enemyskillcold[i]>0) enemyskillcold[i]--;//敌人技能冷却减少 
        if(posioncold>0) posioncold--;//药水冷却 
        magic+=min(maxmagic/10,maxmagic-magic);//回复魔力 
        powertime-=min(powertime,1);//力量效果减少 
        if(powertime==0&&powerlevel!=0){
            attack-=powerlevel;
            powerlevel=0;
        } 
        speedtime-=min(speedtime,1);//speed 
        if(speedtime==0&&speedlevel!=0){
            speed-=speedlevel;
            speedlevel=0;
        }
        player_slowdown--;//减速 
        if(player_slowdown==0) speed+=enemyskill[41];
        //
        //color
        if(player_burntime>0){//燃烧伤害 玩家 
        	cout<<"你浑身着火,受到了 ";sc(4);cout<<player_burn<<" 点灼烧伤害!"<<endl;sc(7);
        	Sleep(500);
			health-=player_burn;
        	player_burntime--;
        	cout<<"当前你还有 ";sc(4);cout<<health<<" 点生命!"<<endl;sc(7);
        	getch();
        	if(player_burntime==0) player_burn=0;
		}
		if(player_withertime>0){//凋零伤害  
        	cout<<"你受到凋零效果,受到了 ";sc(4);cout<<2<<" 点伤害!"<<endl;sc(7);
        	Sleep(500);
			health-=2;
        	player_withertime--;
        	cout<<"当前你还有 ";sc(4);cout<<health<<" 点生命!"<<endl;sc(7);
        	getch();
		}
		if(health<=0){
            if(blessing){//祝福,复活 保留1/4血 
                cout<<"Notch之祝福生效!"<<endl;
                Sleep(1500);
                health=0;
                health+=maxhealth/4;
                blessing=false;
                cout<<"你回复25%生命值,继续战斗!"<<endl; 
                getch();
                system("cls");
            }else{
                reset();
                cout<<"你死了!"<<endl;
                place="村庄"; 
                Sleep(3000);
                health=2;
                system("cls");
                return;
            }
        }
        player:
        system("cls");
        sc(4);
        cout<<"你的血量 ("<<health<<"/"<<maxhealth<<")  敌人血量:"<<MH<<endl;
        sc(1);
        cout<<"魔力:"<<magic<<"/"<<maxmagic<<endl;
        sc(7);                
        cout<<"攻击:"<<attack<<endl;
        cout<<"防御:"<<defense<<endl;
        cout<<"速度:"<<speed<<endl;
        cout<<"当前你和敌人的距离为";
		if(enemyskill[46]){
			 sc(6);cout<<"??????";sc(7);
		}else cout<<dis;
        cout<<endl<<endl<<"现在是你的回合!"<<endl;
        cout<<"你要?"<<endl;
        cout<<"1,攻击(使用当前主手武器)  2,使用副手装备  3,使用药水  4,跳过本回合  5,技能  6,移动"<<endl;
        if(player_frozen>0){
            sc(3);
            player_frozen--;
            cout<<"你被敌人冰冻,无法行动!"<<endl;
            int damage=1+enemyskill[33];
            cout<<"你受到了 "<<damage<<" 点伤害!"<<endl;
            health-=damage;
            cout<<"你还剩 "<<health<<" 点血量!"<<endl;
            sc(7);
            getch();
            system("cls");
            choose=4;
        }else{
        	cin>>choose;
			if(choose==4){
				cout<<"你跳过了本回合"<<endl;
            	getch();
                system("cls"); 
			}
			if(choose<1||choose>6){
        		cout<<"请勿乱输!"<<endl;
                getch();
                goto player;
			}
		} 
        switch(choose){
            case 1:
                if(dis<=attackdis1){
                    cout<<"你使用 "<<weapon1name[weapon1]<<" 对 "<<MN<<" 进行攻击!"<<endl;
                    Sleep(500);
                    Damage(MN,MH,MD,attack,1,1,0,0,0); //方便多了!!!! 
                    system("cls");
                }else{
                    cout<<"距离太远,无法攻击!"<<endl;   
                    getch();
                    goto player;
                    system("cls");
                } 
            break;
            case 2:
                if(weapon2==0){
                    cout<<"副手未装备武器!" <<endl;
                    getch();
                    goto player;
                    system("cls");
                }
                if(weapon2!=0&&weapon2%2==0){//弓 
                    cout<<"你要使用什么箭矢?"<<endl;
                    cout<<"(若未显示则无可用箭矢)"<<endl;
                    for(int i=1;i<=10;i++){
                        if(arrow[i]!=0){
                            cout<<i<<","<<arrowname[i]<<" (剩余 "<<arrow[i]<<" 支)"<<endl;
                        }
                    }
                    cin>>choose;
                    if(arrow[choose]<=0){//判断 
                        cout<<"请勿乱输!"<<endl;
                        getch();
                        goto player;
                        system("cls");
                    }else arrow[choose]--;//减少箭矢 
                    switch(choose){
                        case 1:
                                if(dis<=attackdis2){
                                    cout<<"你使用 "<<weapon2name[weapon2]<<" 对 "<<MN<<" 进行攻击!"<<endl;
                                    Sleep(500);
									Damage(MN,MH,MD,attack2,1,1,0,1,0); //方便多了!!!! 
									system("cls");
                                }else{
                                    cout<<"距离太远,无法攻击!"<<endl;
                                    getch(); 
                                    goto player;
                                    system("cls");
                                }
                            
                        break;  
                    }
                }
                if(weapon2%2==1){
                    cout<<"你举起盾牌!下次受到伤害时你的防御大幅增加!"<<endl;//盾牌 
                    getch();
                    defend=true;//防御状态
                    system("cls"); 
                }
            break;  
            case 3:
                if(posioncold>0){
                    cout<<"药水冷却中!"<<endl;
                    getch();
                    goto player;
                    system("cls");
                }else{
                    cout<<"输入编号以使用药水!"<<endl;
                    cout<<"显示顺序为 药水编号-药水名-数量"<<endl<<endl;
                    cout<<"若未显示则为无药水"<<endl<<endl;
                        for(int i=1001;i<=1020;i++){
                        if(bag[i]>=1) cout<<"药水编号 "<<i<<" "<<posionname[i-1000]<<" 数量:"<<bag[i]<<" 个"<<endl;
                        else continue;
                    }
                    cin>>choose;
                    if(bag[choose]<1||choose<1000){
                        cout<<"你没有此药水!"<<endl;
                        getch();
						system("cls"); 
                        goto player;
                        break;
                    }
                    switch(choose){
                        case 1001://治疗药水1 
                            posioncold=2;
                            bag[1001]--; 
                            cout<<"你使用了治疗药水!"<<endl;
                            recover=min(5,maxhealth/5);
                            Sleep(500); 
                            cout<<"你回复了 ";
                            sc(4);
                            cout<<recover<<" 点生命!"<<endl;
                            sc(7);
                            Sleep(500);
                            health+=min(recover,maxhealth-health);
                            cout<<"当前你有 ";
                            sc(4);
                            cout<<health<<" 点生命!"<<endl;
                            sc(7);
                            getch();
                            system("cls");
                        break;
                        case 1002://魔力药水1 
                            posioncold=2;
                            bag[1002]--;
                            cout<<"你使用了魔力药水!"<<endl;
                            recover=min(4,maxmagic*10/3);
                            Sleep(1000);
                            cout<<"你回复了 ";
                            sc(1);
                            cout<<recover<<" 点魔力!"<<endl;
                            sc(7);
                            Sleep(500);
                            magic+=min(recover,maxmagic-magic);
                            cout<<"你现在有 ";
                            sc(1);
                            cout<<magic<<" 点魔力!"<<endl;
                            sc(7);
                            getch();
                            system("cls");
                        break;  
                        case 1009://速度药水1 
                            posioncold=2;
                            bag[1010]--; 
                            speedlevel=1;
                            speedtime=2+1; 
                            cout<<"你使用了速度药水!"<<endl;
                            speed+=speedlevel;
                            Sleep(500); 
                            cout<<"你增加了 ";
                            sc(3);
                            cout<<"1 点速度!"<<endl;
                            sc(7);
                            Sleep(500);
                            cout<<"持续 2 回合!";
                            getch();
                            system("cls");
                        break;
                        case 1010://力量药水1 
                            posioncold=2;
                            bag[1009]--; 
                            powerlevel=1;
                            powertime=2+1; 
                            cout<<"你使用了力量药水!"<<endl;
                            attack+=powerlevel;
                            Sleep(1000); 
                            cout<<"你增加了 ";
                            sc(4);
                            cout<<"1 点攻击!"<<endl;
                            sc(7);
                            Sleep(1000);
                            cout<<"持续 2 回合!";
                            getch();
                            system("cls");
                        break;
                    }
                    goto player;
                }   
            break;
            case 4://跳过
               //actually there is nothing!
            break;
            case 5://技能 
                cout<<"输入编号以使用技能!"<<endl;
                cout<<"显示顺序为 技能编号-技能名-等级-冷却-魔力\n注:冷却非0的技能处于冷却状态,不可使用!"<<endl<<endl;
                for(int i=1;i<100;i++){
                    if(skill[i]>=1&&sk[i].skilltake==true){ 
                        cout<<"技能编号 "<<i<<" ";
                        if(sk[i].rarity=='C') sc(7); //C级技能 白色 
                		if(sk[i].rarity=='B') sc(1);//B 蓝 
                		if(sk[i].rarity=='A') sc(5);//A 紫 
                		if(sk[i].rarity=='S') sc(6);//S 黄
						cout<<sk[i].skillname;
						sc(4);//红 
						cout<<" LV:";
                        if(skill[i]==sk[i].level_max) cout<<"MAX";
                        else cout<<skill[i];
                        if(sk[i].magic[skill[i]]==0&&sk[i].cold[skill[i]]==0){//判断被动技能 
            				sc(3);//浅蓝 
            				cout<<" <被动技能>";
            				sc(4);//红 
            				cout<<" (不可使用!)"<<endl;//非常良心的提示。不会真的有人... 
            				sc(7);//白 
						} 
            			if(sk[i].magic[max(skill[i],1)]!=0){
            			    sc(3);//浅蓝 
            			   	cout<<" 冷却:";
							cout<<sk[i].cold[skill[i]];//使用后的 
							cout<<" (现:";
							cout<<sk[i].cold_now<<")";//当前的,非0即冷却中,每回合减1,不可使用。 
							sc(1);//蓝 
            				cout<<" 消耗魔力:";
							cout<<sk[i].magic[skill[i]]<<endl;
							sc(7);//白
						}
                   	}
                	else continue;
                }
                sc(7);//白
                cin>>choose;
                if(skill[choose]<1||sk[choose].skilltake==false){//判断是否可使用 
                    cout<<"你没有此技能!"<<endl;
                    getch();
                    goto player;//返回 
                    system("cls"); 
                    break;
                } 
                if(magic<sk[choose].magic[skill[choose]]){
                	cout<<"魔力不足!"<<endl;
                    getch();
                    goto player;
                    system("cls");
                    break;
				}
				if(sk[choose].cold_now>0){
                    cout<<"技能冷却中!"<<endl;
                    getch();
                    goto player;
                    system("cls");
                    break;
                }
                magic-=sk[choose].magic[skill[choose]];
                sk[choose].cold_now=sk[choose].cold[skill[choose]];
                if(sk[choose].magic!=0) cout<<"你使用了 "<<sk[choose].skillname<<endl,Sleep(750);
                switch(choose){
                    case 1://侦察 
                                    cout<<"敌人名称:"<<MN<<endl; 
                                    cout<<"敌人攻击:";
                                    if(MA>5+level*2) cout<<"?"<<endl;
                                    else cout<<MA<<endl;
                                    cout<<"敌人攻击距离:";
                                    if(Adis>3+level*2) cout<<"?"<<endl;
                                    else cout<<Adis<<endl;  
                                    cout<<"敌人防御:";
                                    if(MD>10+level*3) cout<<"?"<<endl;
                                    else cout<<MD<<endl;
                                    cout<<"敌人速度:";
                                    if(MS>3+level/5) cout<<"?"<<endl;
                                    else cout<<MS<<endl;  
                                    Sleep(1000);
                                    getch();
                                    system("cls");
                    break;
                    case 2://重击 
                                    if(dis<=attackdis1){
                                        cout<<"你对敌人重重一击!"<<endl;
                                        Damage(MN,MH,MD,attack+1+skill[2],1,1,0,0,0); //good 
                                        system("cls");
                                    }else{
                                        cout<<"距离太远,无法攻击!"<<endl;
										magic+=sk[2].magic[skill[2]];   
										sk[2].cold_now=0;
                                        getch();
                                        goto player;
                                        system("cls");
                                    }
                    break;
                    case 3://三连击 
                                    if(dis<=attackdis1){
                                        cout<<"你对敌人连续三次攻击!"<<endl;
                                        for(int i=1;i<=3;i++){
                                            Damage(MN,MH,MD,attack*(skill[3]*5+45)/100,1,1,0,0,0);//可以触发多次被动连击,这是加强吗( 
                                            Sleep(250);
                                        }
                                        Sleep(500);
                                        system("cls");
                                    }else{
                                        cout<<"距离太远,无法攻击!"<<endl;   
                                        magic+=sk[3].magic[skill[3]];   
										sk[3].cold_now=0;
                                        getch();
                                        goto player;
                                        system("cls");
                                    }
                    break;
                    case 4://穿云箭 
                                    if(dis<=10){
                                        cout<<"你对敌人射出迅猛一箭!"<<endl; 
                                        Damage(MN,MH,0,3+skill[4]*2,0,0,0,1,0);//防御为0 不暴击不浮动 
                                        system("cls");
                                    }else{
                                        cout<<"距离太远,无法攻击!"<<endl;   
                                        magic+=sk[4].magic[skill[4]];   
										sk[4].cold_now=0;
                                        getch();
                                        goto player;
                                        system("cls");
                                    }
                    break;
                    case 5://反弹 
                                    if(attackback==0){
                                        attackback=1; 
                                        cout<<"下次被攻击时将反弹伤害!"<<endl;
                                        Sleep(500);
                                        getch();
        								goto player;
                                        system("cls");
                                    }else{
                                        cout<<"你已激活反弹!"<<endl;
                                        magic+=sk[5].magic[skill[5]];   
										sk[5].cold_now=0;
                                        getch();
                                        goto player;
                                        system("cls");
                                    }
                    break;
                    case 6://疯狂 
                                    if(insane==0){
                                        insane=1; 
                                        sc(4);
                                        cout<<"你减少了防御,但增加了攻击!"<<endl;
                                        sc(7);
                                        defense-=6+skill[6]*3;
                                        attack+=skill[6];
                                        Sleep(500);
                                        getch();
                                        goto player;
                                        system("cls");
                                    }else{
                                        cout<<"你取消了疯狂"<<endl;
                                        defense+=6+skill[6]*3;
                                        attack-=skill[6];
                                        insane=0;
                                        getch();
                                        goto player;
                                        system("cls");
                                    }
                    break;
                    case 7://魔力护盾 
                        if(magicshield<5){
                            defense+=1+skill[7];
                            sc(1);
                            cout<<"你将魔力凝结成护盾!"<<endl;
                            sc(7);
                            cout<<"你增加了 "<<1+skill[7]<<" 点防御!"<<endl;
                            cout<<"你已经使用了 "<<magicshield<<" 次,最多可使用 5 次"<<endl; 
                            magicshield++;
                            Sleep(500);
                            getch();
                            system("cls");
                            goto player;
                        }else{
                            cout<<"你已使用了 5 次技能了!"<<endl;
                            magic+=sk[5].magic[skill[5]];   
							sk[5].cold_now=0;
                            getch();
                            system("cls"); 
                            goto player;
                        }           
                    break;
                    case 8://力量 
                            cout<<"此技能为被动技能!"<<endl;    
                            getch();
                            goto player;
                            system("cls");              
                    break;
                    case 9://魔力精通 
                            cout<<"此技能为被动技能!"<<endl;    
                            getch();
                            goto player;
                            system("cls");              
                    break;
                    case 10://闪避 
                            cout<<"此技能为被动技能!"<<endl;    
                            getch();
                            goto player;
                            system("cls");              
                    break;
                    case 11://连击 
                            cout<<"此技能为被动技能!"<<endl;    
                            getch();
                            goto player;
                            system("cls");              
                    break;
                    case 12://健康 
                            cout<<"此技能为被动技能!"<<endl;    
                            getch();
                            goto player;           
                    break;
                    case 13://空气斩 
                        if(dis+skill[13]+1<=attackdis1){
                            cout<<"你对敌人凌空一击!"<<endl;
                            Damage(MN,MH,MD,attack,1,1,0,0,0);
                            system("cls");
                        }else{
                            cout<<"距离太远,无法攻击!"<<endl;   
                            magic+=sk[13].magic[skill[13]];   
							sk[13].cold_now=0;
                            getch();
                            goto player;
                        }
                    break;
                    case 14://冲刺
						cout<<"1,向前  2,向后"<<endl;
		                cin>>choose;
		                if(choose>2||choose<1){
		                	cout<<"无效的操作!"<<endl;
		                	magic+=sk[14].magic[skill[14]];   
							sk[14].cold_now=0;
		                    getch();
		                    goto player;
						}
						cout<<name<<" 冲刺!"<<endl;
		                switch(choose){
		                    case 1://前进 
		                        if(dis>=3+skill[14]) dis-=(3+skill[14]);
		                        else dis=0; 
		                    break;
		                    case 2://后退 
								dis+=(3+skill[14]); 	
		                    break; 
	                	}
	                	Sleep(500);
		                cout<<"当前你和敌人的距离为";
		                if(enemyskill[46]){
							sc(6);cout<<"??????"<<endl;sc(7);
						}else cout<<dis<<endl;
						getch();
						system("cls");
		                if(enemyskill[43]==1&&dis>10){//狭小场地 
		                    cout<<"然而,在这狭小的场地里根本无法拉开距离..."<<endl;
		                    getch();
		                    dis=10;
		                    cout<<"当前你和敌人的距离为"<<dis<<endl;
		                    getch();
		                }
					break; 
					case 15://治疗 
                        recover=2+skill[15];
                        Sleep(500); 
                        cout<<"你回复了 ";
                        sc(4);
                        cout<<recover<<" 点生命!"<<endl;
                        sc(7);
                        Sleep(500);
                        health+=min(recover,maxhealth-health);
                        cout<<"当前你有 ";
                        sc(4);
                        cout<<health<<" 点生命!"<<endl;
                        sc(7);
                        getch();
                        system("cls");
                    break;
                    case 16://冥想术 
                        cout<<"输入编号以减少指定技能冷却!"<<endl;
		                cin>>choose;
		                if(skill[choose]<1||sk[choose].skilltake==false){//判断是否可使用 
		                    cout<<"你没有此技能!"<<endl;
		                    getch();
		                    magic+=sk[16].magic[skill[16]];   
							sk[16].cold_now=0;
		                    goto player;//返回 
		                }
						if(sk[choose].magic[skill[choose]]==0&&sk[choose].cold[skill[choose]]==0){//判断被动技能 
		            		cout<<"此为被动技能!"<<endl;
		            		getch();
		            		magic+=sk[16].magic[skill[16]];   
							sk[16].cold_now=0;
		                    goto player;//返回 
						} 
						sk[choose].cold_now=max(0,sk[choose].cold_now-(2+(skill[16]==3)));
						Sleep(500);
						cout<<"当前 技能 "<<sk[choose].skillname<<" 的冷却为 "<<sk[choose].cold_now<<" !"<<endl;
						if(sk[choose].cold_now==0) cout<<sk[choose].skillname<<" 冷却完毕!"<<endl;
						Sleep(500);
						getch();
						goto player;
                    break;
                    case 33://冰冻
                        sc(3);
                        cout<<"你使用极寒的力量裹挟着狂风将敌人冰冻!"<<endl;
                        sc(7);
                        frozen=floor(2+skill[33]*0.6); 
                        Sleep(500);
                        getch();
                        system("cls");  
                    break;
                    case 44://火球 
                        if(dis<=6){
                            cout<<"你发射了一颗火球!"<<endl;
                            burn++;
                            burntime+=3;
                            cout<<"敌人着火了!"<<endl; 
                            Damage(MN,MH,0,1+skill[44],0,0,0,1,0);//这玩意居然和穿云箭一样... 
                            system("cls"); 
                        }else{
                        	cout<<"距离太远,无法攻击!"<<endl;   
                            magic+=sk[44].magic[skill[44]];   
							sk[44].cold_now=0;
                            getch();
                            goto player;
						} 
                    break;
                }
            break;  
            case 6:
                cout<<"1,向前移动  2,向后移动";//移动 
                if(Mrand>0&&Mrand<=100) cout<<"  3,逃跑"<<endl; //不可逃跑则不显示 
                else cout<<endl;
                cin>>choose;
                if(choose>3||choose<1){//某人的要求...? 
                	cout<<"无效的操作!"<<endl;
                    getch();
                    goto player;
                    system("cls"); 
				}
				int move=choose;
				if(move==3){
					if(Mrand==0||Mrand>100){//不可逃跑 
                        cout<<"请勿乱输!"<<endl;
                        getch();
                        goto player;
                    }else{
						if(rand()%100<Mrand){
	                        cout<<"逃跑成功!"<<endl;
	                        getch();
	                        system("cls");
	                        return;
	                    }else{
	                        cout<<"逃跑失败!"<<endl;
	                        getch();
	                        system("cls");
	                        goto enemy_turn;
	                    }
					}
				}
				cout<<"移动多少格?"<<endl;
                cin>>choose;
                if(choose>speed||choose<0){
                    cout<<"请勿乱输!移动距离必须小于等于速度且不为负!"<<endl;
                    getch();
                    goto player; 
                }           
                switch(move){
                    case 1://前进 
                        if(dis>=choose) dis-=choose;
                        else dis=0;
                        cout<<name<<" 向 "<<MN<<" 逼近了!"<<endl;
                    break;
                    case 2://后退 
                    	dis+=choose;
                        cout<<name<<" 后退了!"<<endl;
                    break;
                }
				Sleep(500);
                cout<<"当前你和敌人的距离为";
				if(enemyskill[46]){
					sc(6);cout<<"??????"<<endl;sc(7);
				}else cout<<dis<<endl;
                getch();
                system("cls");
                if(enemyskill[43]==1&&dis>10){//狭小场地 
                    cout<<"然而,在这狭小的场地里根本无法拉开距离..."<<endl;
                    getch();
                    dis=10;
                    cout<<"当前你和敌人的距离为"<<dis<<endl;
                    getch();
                }
            break;
        }
		enemy_turn: 
        if(help&&MH>8){//help 
        	cout<<"一名士兵向敌人射了一箭!"<<endl;
            Damage(MN,MH,MD,6,0,1,0,1,0);//伤害固定为6,不暴击 浮动 
		}
		if(burntime>0){//燃烧伤害 - enemy 
        	cout<<MN<<" 浑身着火,受到了 ";sc(4);cout<<burn<<" 点灼烧伤害!"<<endl;sc(7);
        	MH-=burn;
        	burntime--;
        	Sleep(500);
        	cout<<"当前 "<<MN<<" 还有 ";sc(4);cout<<MH<<" 点生命!"<<endl;sc(7);
        	if(burntime==0) burn=0;
        	getch();
		}
		system("cls");