0,增加地狱冒险内容\n";
cout<<"21,9,000 行纪念!\n";//屎(
cout<<"22,下个版本预计会增加很多内容,可以试图查看本版本新增的代码预测()\n";
cout<<"可能会加入死亡惩罚\n预计加入副本\n更新主线内容\n新增装备\n新增boss(真正意义上的)\n更多的技能?\n";
cout<<"\n";
cout<<"1.11.3:\n";
cout<<"1,修复了物品名称错位bug(虽然这个bug正常遇不到\n";
cout<<"2,修复了作者写错版本号的bug(((\n";
cout<<"3,修复了作者写更新日志总要在后面加括号的bug(\n";
cout<<"4,经证实,上条bug并未被完全修复(\n";
cout<<"5,调整了技能界面,现在更美观(个人认为\n";
cout<<"6,调整了强♂壮僵尸的数值,现在ta会使用重♂击技能\n";
cout<<"7,调整了装备界面,现在显示装备为你带来的防御\n";
cout<<"8,调整了商店的price\n";
cout<<"9,调整了作♂者的更新日志,现在ta会标序♂号\n";
sc(6|2);
cout<<"10,调整了颜色\n";
sc(7);
cout<<"11,我们发现似乎与怪物战斗只能获得一些微不足道的经验和绿宝石。而且敌人的AI单一。\n这就导致战斗的收益与损耗是不成正比的,玩法也单一。\n且前期玩家没有强力装备时难以获胜\n在挖矿后做出装备了敌人又太弱♂了。\n所以,增加了敌人的掉落物,现在可能会掉落武器。\n同时略微上调敌人属性。\n";
cout<<"12,调整了村庄旅馆休息的价格,但愿能使玩家更热衷于战斗=)\n";
cout<<"13,调整了存读档的范围,原因是物品的数量超过了我们先前的预期(指两个月前的预期)(((\n";
cout<<"14,修复了作者写错序号的bug\n";
cout<<"15,增加了新手教程!但愿能有更多人玩...会吗?\n";
cout<<"16,增加了出售功能,现在可以出售物品给流浪商人。\n";
cout<<"17,增加附魔师的戏份()现在可以提升你的装备技能上限。\n";
cout<<"18,删去一个没有用的功能\n";
cout<<"19,本版本 游戏突破 8,000 行!\n";
cout<<"20,加入一个彩蛋......只有运气好的人能碰到!\n";
cout<<"21,修改了一些小细节...\n";
cout<<"\n";
cout<<"1.11.2:\n";
cout<<"修复了附魔师提升魔力无限次数的bug\n";
cout<<"修复了**商人不卖穿云箭技能书的bug\n";
cout<<"修复了魔力保存错误的bug\n";
cout<<"修复了附魔师不显示绿宝石的问题\n";
cout<<"修复了商店的某些问题\n";
sc(4|1);
cout<<"调整了颜色\n";
sc(7);
cout<<"增加了**商人的货物,现有流浪者套装出售\n";
cout<<"调整了入侵敌人的数据\n";
cout<<"调整了僵尸,骷髅的敌怪的数据\n";
cout<<"\n";
cout<<"1.11.1:\n";
cout<<"修复了作者不认真写更新日志的bug\n";//如修
cout<<"修复了作者不上传HFOJ的bug\n";
cout<<"修复了作者随便糊弄在更新日志上夹带私货的bug(也可能没完全修好((\n";
cout<<"修复了合成时材料不足也能合成导致负数的bug\n";
cout<<"修复了无工作台锻造台熔炉也可合成的bug\n";
cout<<"修复了地狱挖矿失败还tm退出不了的bug\n";
cout<<"修复了一堆作者的忘记自己修复了的bug\n";
cout<<"修复了部分显示问题\n";
cout<<"修改了读存档系统\n";
cout<<"调整了矿物,树木硬度,现在时间不那么长但也不那么短\n";
cout<<"修复了作者脑子经常发热的bug\n";
cout<<"P.S.本次更新加入了一个彩蛋......\n";
cout<<"\n";
cout<<"1.11.0:\n";
color("爷会颜色辣!",1,7);
cout<<"\n"<<"\n";
cout<<"1.10.9:\n";
cout<<"stO DEV-C++ Orz\n";
cout<<"\n";
cout<<"1.10.8:\n";
cout<<"修bug加了副手!!!!\n";
cout<<"\n";
cout<<"1.10.7:\n";
cout<<"修bug加内容\n";
cout<<"\n";
cout<<"1.10.6:\n";
cout<<"加入技能上限\n";
cout<<"\n";
cout<<"1.10.5:\n";
cout<<"懒得写\n";
cout<<"\n";
cout<<"1.10.4:\n";
cout<<"修复了bug\n";
cout<<"完善大量内容\n";
cout<<"\n";
cout<<"1.10.3:\n";
cout<<"修复了bug\n";
cout<<"完善技能\n";
cout<<"\n";
cout<<"1.10.2:\n";
cout<<"修复了bug\n";
cout<<"优化了游戏体验,完善技能\n";
cout<<"\n";
cout<<"1.10.1:\n";
cout<<"修复了bug\n";
cout<<"\n";
cout<<"1.10.0:\n";//技能更新
cout<<"增加了技能!\n";
cout<<"\n";
cout<<"1.9.4:\n";
cout<<"增加了防机房朋友作弊的小手段(但还是可以)\n";
cout<<"修复了合成的bug\n";
cout<<"又双叒修复了关于存档的bug\n";
cout<<"\n";
cout<<"1.9.3:\n";
cout<<"优化了游戏体验\n";
cout<<"增加药水!\n";
cout<<"修复了关于存档的严重bug\n";
cout<<"\n";
cout<<"1.9.2:\n";
cout<<"修复了已知bug\n";
cout<<"\n";
cout<<"1.9.1:\n";
cout<<"新增存读档功能!!!\n";
cout<<"\n";
cout<<"1.9.0:\n";
cout<<"增加了黑曜石和下界合金系列物品,增加地狱传送门\n";
cout<<"增加大量和下界合金有关的合成配方\n";
cout<<"增加商店(1.9.0了你才搞商店???)\n";
cout<<"\n";
cout<<"1.8.4:\n";
cout<<"修复了装备的bug\n";
cout<<"优化文本显示(say)\n";
cout<<"\n";
cout<<"1.8.3:\n";
cout<<"修复了一个一个非常严重的输入字符就卡死的bug(喜)\n";
cout<<"\n";
cout<<"1.8.2:\n";
cout<<"合成配方+\n";
cout<<"冒险内容+\n";
cout<<"\n";
cout<<"1.8.1:\n";
cout<<"合成配方增加\n";
cout<<"入侵修改\n";
cout<<"\n";
cout<<"1.8.0:\n";
cout<<"村庄冒险内容修改\n";
cout<<"信誉值修改\n";
cout<<"增加任务\n";
cout<<"增加Notch雕像,亡灵入侵\n";
cout<<"\n";
cout<<"1.7.4:\n";
cout<<"合成完成部分配方\n";
cout<<"平原冒险内容增加\n";
cout<<"\n";
cout<<"1.7.3:\n";
cout<<"装备系统增加护甲\n";
cout<<"增加合成配方\n";
cout<<"\n";
cout<<"1.7.2:\n";
cout<<"增加了玩家开始不输入1的弱智功能(划掉)\n";
cout<<"增加了一个无关紧要的升级计算系统\n";
cout<<"\n";
cout<<"1.7.1:\n";
cout<<"装备系统界面优化,bug修复\n";
cout<<"\n";
cout<<"\n";
cout<<"1.7.0:\n";
cout<<"增加装备系统\n";
cout<<"增加矿物,配方,冒险内容\n";
cout<<"\n";
cout<<"1.6.1:\n";
cout<<"增加了砍树掉苹果的功能\n";
cout<<"增加冒险内容\n";
cout<<"\n";
cout<<"1.6.0:\n";
cout<<"洞穴挖矿增加挖矿物功能\n";
cout<<"增加大量合成配方\n";
cout<<"剧情体验优化\n";
cout<<"优化了敌怪AI,现分为近战AI和远程AI\n";
cout<<"\n";
cout<<"1.5.2:\n";
cout<<"增加了信誉设定\n";
cout<<"修改了村庄部分的冒险内容\n";
cout<<"\n";
cout<<"1.5.1:\n";
cout<<"合成完成部分配方\n";
cout<<"增加了村庄部分冒险更新\n";
cout<<"增加了查看物品详情的功能\n";
cout<<"\n";
cout<<"1.5.0:\n";
cout<<"增加查看物品详细信息的功能\n";
cout<<"建造完成部分内容\n";
cout<<"添加了更多与石头有关的合成配方\n";
cout<<"\n";
cout<<"1.4.0:\n";
cout<<"挖矿完成挖石头\n";
cout<<"修改了村庄部分冒险内容\n";
cout<<"\n";
cout<<"1.3.1:\n";
cout<<"合成完成部分配方\n";
cout<<"\n";
cout<<"1.3.0:\n";
cout<<"合成完成部分配方\n";
cout<<"战斗系统,敌怪AI(弱智AI)完成\n";//确实
cout<<"\n";
cout<<"1.2.0:\n";
cout<<"村庄部分冒险更新\n";
cout<<"背包完成\n";
cout<<"\n";
cout<<"1.1.0:\n";
cout<<"砍树完成\n";
cout<<"优化了界面\n";
cout<<"\n";
cout<<"1.0.0:\n";
cout<<"游戏基本内容确定\n";
cout<<"前进,剧情完成\n";
cout<<"\n";
cout<<"输入任意键继续...\n";
getch();
}
void save(){//存档
switch(saving){
case 0:
return;
break;
case 1:{
ofstream outfile("你的MINECRAFT存档.txt",std::ios::trunc|ios::binary|ios::in|ios::out);
outfile<<ver<<" "<<name<<" "<<place<<" "<<maxhealth<<" "<<health<<" "<<basicmagic<<" "<<magic<<" "<<magicup<<" "<<attack<<" "<<defense<<" "<<money<<" "<<experience<<" "<<level<<" "<<speed<<" "<<xp_orb<<" \n";
outfile<<credit<<" "<<weapon1<<" "<<weapon2<<" "<<tool1<<" "<<tool2<<" "<<attackdis1<<" "<<attackdis2<<" "<<armor1<<" "<<armor2<<" "<<armor3<<" "<<armor4<<" ";
outfile<<nether<<" "<<ender<<" "<<dead<<" "<<defend<<" "<<blessing<<" "<<crafttable<<" "<<furnace<<" "<<smithtable<<" "<<crafttable2<<" ";
outfile<<undeadattack<<" "<<attacklevel<<" "<<diamondapple<<" "<<badguy<<" "<<weaponcheck<<" "<<blesscold<<" ";
outfile<<task1<<" "<<farland<<" "<<jungle_temple<<" "<<desert_temple<<" "<<woodland_mansion<<" "<<stronghold<<" "<<nether_fortress<<" "<<bastion_remnants<<" "<<end_city<<"\n";
for(int i=0;i<200;i++) outfile<<bag[i]<<" ";
for(int i=1001;i<1020;i++) outfile<<bag[i]<<" ";
for(int i=1;i<=7;i++) outfile<<hard_max[i]<<" ";
for(int i=1;i<=7;i++) outfile<<time_last[i]<<" ";
for(int i=1;i<10;i++) outfile<<arrow[i]<<" ";
outfile<<"\n";
for(int i=1;i<=100;i++) outfile<<skill[i]<<" "<<skillcold[i]<<" "<<skillmagic[i]<<" "<<sk[i].skilltake<<"\n";
outfile<<skilltakemax<<" "<<skilltakenow<<"\n";
for(int k=1;k<=3;k++){
outfile<<tasks[k].type<<" "<<tasks[k].ac<<" "<<tasks[k].done<<" "<<tasks[k].credit<<" "<<tasks[k].money<<" "<<tasks[k].exp<<" ";
outfile<<tasks[k].target_name<<" "<<tasks[k].target_num<<" "<<tasks[k].now<<" "<<tasks[k].item_num<<" "<<tasks[k].reward_num<<"\n";
for(int i=1;i<=3;i++) outfile<<tasks[k].item[i][1]<<" "<<tasks[k].item[i][2]<<"\n";
for(int i=1;i<=3;i++) outfile<<tasks[k].reward[i][1]<<" "<<tasks[k].reward[i][2]<<"\n";
}
outfile.close();
break;
}
case 2:{
ofstream outfile("你的MINECRAFT存档2.txt",std::ios::trunc|ios::binary|ios::in|ios::out);
outfile<<ver<<" "<<name<<" "<<place<<" "<<maxhealth<<" "<<health<<" "<<basicmagic<<" "<<magic<<" "<<magicup<<" "<<attack<<" "<<defense<<" "<<money<<" "<<experience<<" "<<level<<" "<<speed<<" "<<xp_orb<<" \n";
outfile<<credit<<" "<<weapon1<<" "<<weapon2<<" "<<tool1<<" "<<tool2<<" "<<attackdis1<<" "<<attackdis2<<" "<<armor1<<" "<<armor2<<" "<<armor3<<" "<<armor4<<" ";
outfile<<nether<<" "<<ender<<" "<<dead<<" "<<defend<<" "<<blessing<<" "<<crafttable<<" "<<furnace<<" "<<smithtable<<" "<<crafttable2<<" ";
outfile<<undeadattack<<" "<<attacklevel<<" "<<diamondapple<<" "<<badguy<<" "<<weaponcheck<<" "<<blesscold<<" ";
outfile<<task1<<" "<<farland<<" "<<jungle_temple<<" "<<desert_temple<<" "<<woodland_mansion<<" "<<stronghold<<" "<<nether_fortress<<" "<<bastion_remnants<<" "<<end_city<<"\n";
for(int i=0;i<200;i++) outfile<<bag[i]<<" ";
for(int i=1001;i<1020;i++) outfile<<bag[i]<<" ";
for(int i=1;i<=7;i++) outfile<<hard_max[i]<<" ";
for(int i=1;i<=7;i++) outfile<<time_last[i]<<" ";
for(int i=1;i<10;i++) outfile<<arrow[i]<<" ";
outfile<<"\n";
for(int i=1;i<=100;i++) outfile<<skill[i]<<" "<<skillcold[i]<<" "<<skillmagic[i]<<" "<<sk[i].skilltake<<"\n";
outfile<<skilltakemax<<" "<<skilltakenow<<"\n";
for(int k=1;k<=3;k++){
outfile<<tasks[k].type<<" "<<tasks[k].ac<<" "<<tasks[k].done<<" "<<tasks[k].credit<<" "<<tasks[k].money<<" "<<tasks[k].exp<<" ";
outfile<<tasks[k].target_name<<" "<<tasks[k].target_num<<" "<<tasks[k].now<<" "<<tasks[k].item_num<<" "<<tasks[k].reward_num<<"\n";
for(int i=1;i<=3;i++) outfile<<tasks[k].item[i][1]<<" "<<tasks[k].item[i][2]<<"\n";
for(int i=1;i<=3;i++) outfile<<tasks[k].reward[i][1]<<" "<<tasks[k].reward[i][2]<<"\n";
}
outfile.close();
break;
}
case 3:{
ofstream outfile("你的MINECRAFT存档3.txt",std::ios::trunc|ios::binary|ios::in|ios::out);
outfile<<ver<<" "<<name<<" "<<place<<" "<<maxhealth<<" "<<health<<" "<<basicmagic<<" "<<magic<<" "<<magicup<<" "<<attack<<" "<<defense<<" "<<money<<" "<<experience<<" "<<level<<" "<<speed<<" "<<xp_orb<<" \n";
outfile<<credit<<" "<<weapon1<<" "<<weapon2<<" "<<tool1<<" "<<tool2<<" "<<attackdis1<<" "<<attackdis2<<" "<<armor1<<" "<<armor2<<" "<<armor3<<" "<<armor4<<" ";
outfile<<nether<<" "<<ender<<" "<<dead<<" "<<defend<<" "<<blessing<<" "<<crafttable<<" "<<furnace<<" "<<smithtable<<" "<<crafttable2<<" ";
outfile<<undeadattack<<" "<<attacklevel<<" "<<diamondapple<<" "<<badguy<<" "<<weaponcheck<<" "<<blesscold<<" ";
outfile<<task1<<" "<<farland<<" "<<jungle_temple<<" "<<desert_temple<<" "<<woodland_mansion<<" "<<stronghold<<" "<<nether_fortress<<" "<<bastion_remnants<<" "<<end_city<<"\n";
for(int i=0;i<200;i++) outfile<<bag[i]<<" ";
for(int i=1001;i<1020;i++) outfile<<bag[i]<<" ";
for(int i=1;i<=7;i++) outfile<<hard_max[i]<<" ";
for(int i=1;i<=7;i++) outfile<<time_last[i]<<" ";
for(int i=1;i<10;i++) outfile<<arrow[i]<<" ";
outfile<<"\n";
for(int i=1;i<=100;i++) outfile<<skill[i]<<" "<<skillcold[i]<<" "<<skillmagic[i]<<" "<<sk[i].skilltake<<"\n";
outfile<<skilltakemax<<" "<<skilltakenow<<"\n";
for(int k=1;k<=3;k++){
outfile<<tasks[k].type<<" "<<tasks[k].ac<<" "<<tasks[k].done<<" "<<tasks[k].credit<<" "<<tasks[k].money<<" "<<tasks[k].exp<<" ";
outfile<<tasks[k].target_name<<" "<<tasks[k].target_num<<" "<<tasks[k].now<<" "<<tasks[k].item_num<<" "<<tasks[k].reward_num<<"\n";
for(int i=1;i<=3;i++) outfile<<tasks[k].item[i][1]<<" "<<tasks[k].item[i][2]<<"\n";
for(int i=1;i<=3;i++) outfile<<tasks[k].reward[i][1]<<" "<<tasks[k].reward[i][2]<<"\n";
}
outfile.close();
break;
}
default:
cout<<"请勿乱输!\n";
return;
break;
}
cout<<"保存成功!\n";
return;
}
void read(){//读档22
string name114=name;
SetConsoleTitle("--读取--");
system("cls");
cout<<"你确定要读取存档吗?若你没有保存过就最好不要读取(这可能会触发反作弊机制,后果自负)。\n读取会覆盖你当前的游戏进度。\n";
//你说得对,但是反作弊被我删了(
cout<<"0,返回 1,确定\n";
cin>>choose;
if(choose==0) return;
cout<<"你要读取于那个存档?\n";
cout<<"1,1号存档 2,2号存档 3,3号存档\n";
cin>>reading;
SetConsoleTitle("--读取中--");
cout<<"读取存档中...\n";
Sleep(2000);
switch(reading){
case 0:
return;
break;
case 1:{
ifstream fin("你的MINECRAFT存档.txt");
fin>>version>>name;
system("cls");
cout<<"读取到"<<name<<"的存档!\n";
if(ver!=version){
cout<<"警告:你正在读取"<<version<<"的存档!\n当前版本为"<<ver<<",可能会出现漏洞,后果自负!\n";
cout<<"0,返回 1,爷知道爷在做什么\n";
cin>>choose;
if(choose==1){
cout<<"祝你好运...\n";
Sleep(1000);
}else return;
}else{
cout<<"0,返回 1,读取\n";
cin>>choose;
if(choose==0){
name=name114;
return;
}
cout<<"读取存档成功!\n";
}
fin>>place>>maxhealth>>health>>basicmagic>>magic>>magicup>>attack>>defense>>money>>experience>>level>>speed>>xp_orb;
fin>>credit>>weapon1>>weapon2>>tool1>>tool2>>attackdis1>>attackdis2>>armor1>>armor2>>armor3>>armor4;
fin>>nether>>ender>>dead>>defend>>blessing>>crafttable>>furnace>>smithtable>>crafttable2;
fin>>undeadattack>>attacklevel>>diamondapple>>badguy>>weaponcheck>>blesscold;
fin>>task1>>farland>>jungle_temple>>desert_temple>>woodland_mansion>>stronghold>>nether_fortress>>bastion_remnants>>end_city;
for(int i=0;i<200;i++) fin>>bag[i];
for(int i=1001;i<1020;i++) fin>>bag[i];
for(int i=1;i<=7;i++) fin>>hard_max[i];
for(int i=1;i<=7;i++) fin>>time_last[i];
for(int i=1;i<10;i++) fin>>arrow[i];
for(int i=1;i<=100;i++) fin>>skill[i]>>skillcold[i]>>skillmagic[i]>>sk[i].skilltake;
fin>>skilltakemax>>skilltakenow;
for(int k=1;k<=3;k++){
fin>>tasks[k].type>>tasks[k].ac>>tasks[k].done>>tasks[k].credit>>tasks[k].money>>tasks[k].exp;
fin>>tasks[k].target_name>>tasks[k].target_num>>tasks[k].now>>tasks[k].item_num>>tasks[k].reward_num;
for(int i=1;i<=3;i++) fin>>tasks[k].item[i][1]>>tasks[k].item[i][2];
for(int i=1;i<=3;i++) fin>>tasks[k].reward[i][1]>>tasks[k].reward[i][2];
}
break;
}
case 2:{
ifstream fin("你的MINECRAFT存档2.txt");
fin>>version>>name;
system("cls");
cout<<"读取到"<<name<<"的存档!\n";
if(ver!=version){
cout<<"警告:你正在读取"<<version<<"的存档!\n当前版本为"<<ver<<",可能会出现漏洞,后果自负!\n";
cout<<"0,返回 1,爷知道爷在做什么\n";
cin>>choose;
if(choose==1){
cout<<"祝你好运...\n";
Sleep(1000);
}else return;
}else{
cout<<"0,返回 1,读取\n";
cin>>choose;
if(choose==0){
name=name114;
return;
}
cout<<"读取存档成功!\n";
}
fin>>place>>maxhealth>>health>>basicmagic>>magic>>magicup>>attack>>defense>>money>>experience>>level>>speed>>xp_orb;
fin>>credit>>weapon1>>weapon2>>tool1>>tool2>>attackdis1>>attackdis2>>armor1>>armor2>>armor3>>armor4;
fin>>nether>>ender>>dead>>defend>>blessing>>crafttable>>furnace>>smithtable>>crafttable2;
fin>>undeadattack>>attacklevel>>diamondapple>>badguy>>weaponcheck>>blesscold;
fin>>task1>>farland>>jungle_temple>>desert_temple>>woodland_mansion>>stronghold>>nether_fortress>>bastion_remnants>>end_city;
for(int i=0;i<200;i++) fin>>bag[i];
for(int i=1001;i<1020;i++) fin>>bag[i];
for(int i=1;i<=7;i++) fin>>hard_max[i];
for(int i=1;i<=7;i++) fin>>time_last[i];
for(int i=1;i<10;i++) fin>>arrow[i];
for(int i=1;i<=100;i++) fin>>skill[i]>>skillcold[i]>>skillmagic[i]>>sk[i].skilltake;
fin>>skilltakemax>>skilltakenow;
for(int k=1;k<=3;k++){
fin>>tasks[k].type>>tasks[k].ac>>tasks[k].done>>tasks[k].credit>>tasks[k].money>>tasks[k].exp;
fin>>tasks[k].target_name>>tasks[k].target_num>>tasks[k].now>>tasks[k].item_num>>tasks[k].reward_num;
for(int i=1;i<=3;i++) fin>>tasks[k].item[i][1]>>tasks[k].item[i][2];
for(int i=1;i<=3;i++) fin>>tasks[k].reward[i][1]>>tasks[k].reward[i][2];
}
break;
}
case 3:{
ifstream fin("你的MINECRAFT存档3.txt");
fin>>version>>name;
system("cls");
cout<<"读取到"<<name<<"的存档!\n";
if(ver!=version){
cout<<"警告:你正在读取"<<version<<"的存档!\n当前版本为"<<ver<<",可能会出现漏洞,后果自负!\n";
cout<<"0,返回 1,爷知道爷在做什么\n";
cin>>choose;
if(choose==1){
cout<<"祝你好运...\n";
Sleep(1000);
}else return;
}else{
cout<<"0,返回 1,读取\n";
cin>>choose;
if(choose==0){
name=name114;
return;
}
cout<<"读取存档成功!\n";
}
fin>>place>>maxhealth>>health>>basicmagic>>magic>>magicup>>attack>>defense>>money>>experience>>level>>speed>>xp_orb;
fin>>credit>>weapon1>>weapon2>>tool1>>tool2>>attackdis1>>attackdis2>>armor1>>armor2>>armor3>>armor4;
fin>>nether>>ender>>dead>>defend>>blessing>>crafttable>>furnace>>smithtable>>crafttable2;
fin>>undeadattack>>attacklevel>>diamondapple>>badguy>>weaponcheck>>blesscold;
fin>>task1>>farland>>jungle_temple>>desert_temple>>woodland_mansion>>stronghold>>nether_fortress>>bastion_remnants>>end_city;
for(int i=0;i<200;i++) fin>>bag[i];
for(int i=1001;i<1020;i++) fin>>bag[i];
for(int i=1;i<=7;i++) fin>>hard_max[i];
for(int i=1;i<=7;i++) fin>>time_last[i];
for(int i=1;i<10;i++) fin>>arrow[i];
for(int i=1;i<=100;i++) fin>>skill[i]>>skillcold[i]>>skillmagic[i]>>sk[i].skilltake;
fin>>skilltakemax>>skilltakenow;
for(int k=1;k<=3;k++){
fin>>tasks[k].type>>tasks[k].ac>>tasks[k].done>>tasks[k].credit>>tasks[k].money>>tasks[k].exp;
fin>>tasks[k].target_name>>tasks[k].target_num>>tasks[k].now>>tasks[k].item_num>>tasks[k].reward_num;
for(int i=1;i<=3;i++) fin>>tasks[k].item[i][1]>>tasks[k].item[i][2];
for(int i=1;i<=3;i++) fin>>tasks[k].reward[i][1]>>tasks[k].reward[i][2];
}
break;
}
}
cout<<"已读取 "<<name<<" 的存档!\n";
getch();
return;
}
void add_skill(int num,string skillname,char rarity,int level_max,int magic,int cold){
sk[num].skillname=skillname;
sk[num].rarity=rarity;
sk[num].level_max=level_max;
sk[num].magic[1]=magic;
sk[num].cold[1]=cold;
return;
}
void skill_print(int x){//打印技能介绍
cout<<"\n";
switch(x){
case 1:
cout<<"\n可以查看敌人的属性,对于比自己过于强大的敌人会侦察失败。\n";
cout<<"提升自己的等级可以使自己的侦察能力增强。\n";
break;
case 2:
cout<<"\n造成一次重击。\n\n";
cout<<"伤害比原来增加 "<<1+skill[2]<<" 点。\n";
break;
case 3:
cout<<"\n连续造成三次攻击。\n";
cout<<"\n但伤害仅为原来的 "<<45+skill[3]*5<<"% 。\n";
break;
case 4:
cout<<"\n射出一支穿透箭,无视敌人的防御,固定造成 "<<3+skill[4]*2<<" 点真实伤害。\n\nP.S.射程:10\n";
break;
case 5:
cout<<"\n下次受到攻击时反弹伤害。\n";
cout<<"\n伤害为敌人的 "<<25+skill[5]*5<<"% 。\n";
break;
case 6:
cout<<"\n进入疯狂模式!\n";
cout<<"\n防御减少 "<<6+skill[6]*3<<" 点,但增加攻击 "<<skill[6]<<" 点。\n";
break;
case 7:
cout<<"\n增加防御 "<<1+skill[7]<<" 点,最多叠加 5 次。\n";
break;
case 8:
cout<<"\n战斗时,攻击力增加 "<<skill[8]<<" 点。\n";
break;
case 9:
cout<<"\n战斗时,魔力上限增加 "<<2+skill[9]<<" 点。\n";
break;
case 10:
cout<<"\n战斗时,有 "<<2+skill[10]<<"% 的概率躲避敌人的攻击,关键时刻能救你一命。\n";
break;
case 11:
cout<<"\n战斗时,主手攻击有 25% 的概率触发连击,\n\n对敌人额外造成 "<<2+skill[11]<<" 点伤害。\n";
break;
case 12:
cout<<"\n战斗中,当生命≥70%时,\n\n额外增加 "<<1+skill[12]*3<<" 点防御。\n";
break;
case 13:
cout<<"\n使自己造成一次攻击。\n";
cout<<"\n攻击距离提升 "<<skill[13]+1<<" !\n";
break;
case 14:
cout<<"\n向一个方向冲刺移动 "<<3+skill[14]<<" 格!\n";
cout<<"PS:必须等于 "<<3+skill[14]<<" 格\n";
break;
case 15:
cout<<"\n恢复 "<<3+skill[15]<<" 点生命。\n";
break;
case 16:
cout<<"\n将一个主动技能的冷却回合减少 "<<2+(skill[16]==3)<<" !\n";
break;
case 33:
cout<<"\n运用冰冻之力将敌人冰冻 " <<floor(2+skill[33]*0.6)<<" 回合,期间无法行动\n";
cout<<"\n并且期间每回合对敌人造成真实伤害 "<<1+skill[33]*2<<" 点。\n";
break;
}
}
void skilluse(){//技能
while(1){
SetConsoleTitle("--技能--");
system("cls");
cout<<"输入编号以查看/升级技能!\n\n";
cout<<"显示顺序为 技能编号-技能名-等级-冷却-魔力\n\n";
for(int i=1;i<=40;i++){
if(skill[i]>=1){
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(7);//白
sc(4);//红
cout<<" Lv.";
if(skill[i]==sk[i].level_max) cout<<"MAX ";//判断满级
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>\n";
}
if(sk[i].magic[max(skill[i],1)]!=0){
sc(3);//浅蓝
cout<<"冷却:";
cout<<sk[i].cold[max(1,skill[i])];
sc(1);//蓝
cout<<" 消耗魔力:";
cout<<sk[i].magic[max(1,skill[i])]<<"\n";
}
if(wide) cout<<"\n";
}else{
if(bag[i+64]>=1&&skill[i]!=sk[i].level_max){
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(7);//白
cout<<" Lv.";
sc(2);//可升级 绿色
if(skill[i]<1) cout<<"可学习\n";
else cout<<"可升级\n";
if(wide) cout<<"\n";
}
}
sc(7);//白
}
cout<<"\n"<<"0,返回 1,查看技能 2,装备技能\n";
cin>>choose;
int n=0;//用于记录以前的选择
switch(choose){
case 0:
return;
break;
case 1:
cout<<"输入你要查看的技能的编号 0,返回\n";
cin>>choose;
if(choose==0){
break;
}
n=choose;
if(bag[choose+64]>=1||skill[choose]>=1){
system("cls");
cout<<"技能名:";
if(sk[choose].rarity=='C') sc(7); //C级技能 白色
if(sk[choose].rarity=='B') sc(1);//B 蓝
if(sk[choose].rarity=='A') sc(5);//A 紫
if(sk[choose].rarity=='S') sc(6);//S 黄
cout<<sk[choose].skillname<<"\n";
cout<<sk[choose].rarity<<" ";
sc(7);//白
if(skill[choose]<sk[choose].level_max){
sc(2);//绿
cout<<"可升级";
sc(7);//白
}
sc(4);//红
cout<<" Lv.";
if(skill[choose]==sk[choose].level_max) cout<<"MAX\n";//判断满级
else cout<<skill[choose]<<"\n";
sc(7);
if(sk[choose].magic[max(1,skill[choose])]==0&&sk[choose].cold[max(1,skill[choose])]==0){//判断被动技能
sc(3);//浅蓝
cout<<" <被动技能>";
sc(7);//白
}
if(sk[choose].magic[max(skill[choose],1)]!=0){
sc(3);//浅蓝
cout<<"冷却:";
cout<<sk[choose].cold[max(1,skill[choose])];
sc(1);//蓝
cout<<" 消耗魔力:";
cout<<sk[choose].magic[max(1,skill[choose])];
sc(7);//白
}
bool a=false;//是否0级
if(skill[choose]==0) skill[choose]=1,a=true;//显示1级数据
skill_print(choose);
if(a) skill[choose]=0;//改回等级
cout<<"\n0,返回 1,";
if(skill[choose]>=1) cout<<"升级";
else cout<<"学习";//小细节(第一次是学习
if(skill[choose]>=1&&choose!=1){//可降级,显示
sc(4);cout<<" 2,降级";sc(7);
}
cout<<"\n";
cin>>choose;
system("cls");
if(choose==1){
choose=n;
//cout<<choose>>sk[choose].num[skill[choose]+1]<<"\n";
if(skill[choose]==sk[choose].level_max){
cout<<"此技能已是最高等级!\n";
getch();
}else{
if(skill[choose]>=1){
cout<<"升级后效果:";
skill[choose]++; //预览
skill_print(choose);
if(sk[choose].magic[skill[choose]-1]!=sk[choose].magic[skill[choose]]){
sc(1);//蓝
cout<<"消耗魔力:"<<sk[choose].magic[skill[choose]-1]<<" -> "<<sk[choose].magic[skill[choose]]<<"\n";//魔力变化
sc(7);//白
}
if(sk[choose].cold[skill[choose]-1]!=sk[choose].cold[skill[choose]]){
sc(3);//浅蓝
cout<<"冷却:"<<sk[choose].cold[skill[choose]-1]<<" -> "<<sk[choose].cold[skill[choose]]<<"\n";//冷却变化
sc(7);//白
}
skill[choose]--;
}
if(skill[choose]>=1) cout<<"\n---\n\n升级";
else cout<<"学习";
cout<<"此技能需要:\n\n";
for(int i=1;i<=sk[choose].num[skill[choose]+1];i++){//打印升级物品列表
cout<<i<<". "<<item[sk[choose].levelup[skill[choose]+1][i][1]].itemname<<" x"<<sk[choose].levelup[skill[choose]+1][i][2]<<"\n";
}
if(sk[choose].level[skill[choose]+1]>1) cout<<"等级大于等于 "<<sk[choose].level[skill[choose]+1]<<" 级\n";
if(sk[choose].xp_orb[skill[choose]+1]>=1){
sc(2);//改绿色
cout<<sk[choose].xp_orb[skill[choose]+1]<<" 个压缩经验球\n";
sc(7);//白
}
cout<<"\n---\n\n当前你有:\n\n";
for(int i=1;i<=sk[choose].num[skill[choose]+1];i++){//打印拥有的物品列表
if(bag[sk[choose].levelup[skill[choose]+1][i][1]]<sk[choose].levelup[skill[choose]+1][i][2]) sc(4);//红
cout<<i<<". "<<item[sk[choose].levelup[skill[choose]+1][i][1]].itemname<<" x"<<bag[sk[choose].levelup[skill[choose]+1][i][1]]<<"\n";
sc(7);
}
if(level<sk[choose].level[skill[choose]+1]) sc(4);//红
cout<<"当前你的等级为 "<<level<<" 级\n";
if(xp_orb>=sk[choose].xp_orb[skill[choose]+1]) sc(2);//改绿色
else sc(4);//红
cout<<"当前你有 "<<xp_orb<<" 个压缩经验球\n";
sc(7);
cout<<"\n0,返回 1,";
if(skill[choose]>=1) cout<<"升级\n";
else cout<<"学习\n";
cin>>choose;
bool flag=true;//判断是否满足升级条件
if(choose==1){//检查条件
choose=n;
if(level<sk[choose].level[skill[choose]+1]) flag=false;//等级
if(xp_orb<sk[choose].xp_orb[skill[choose]+1]) flag=false;//经验球
for(int i=1;i<=sk[choose].num[skill[choose]+1];i++){//物品
if(bag[sk[choose].levelup[skill[choose]+1][i][1]]<sk[choose].levelup[skill[choose]+1][i][2]) flag=false;
}
if(!flag){
cout<<"你不满足";
if(skill[choose]>=1) cout<<"升级条件!\n";
else cout<<"学习条件\n";
getch();
}else{
skill[choose]++;
xp_orb-=sk[choose].xp_orb[skill[choose]];//经验球
for(int i=1;i<=sk[choose].num[skill[choose]];i++){//物品减少
bag[sk[choose].levelup[skill[choose]][i][1]]-=sk[choose].levelup[skill[choose]][i][2];
}
if(skill[choose]>1) cout<<"升级成功!\n";
else cout<<"学习成功!\n";
getch();
}
}
}
/*
这么长这么臭的代码才写这么点注释?!
还好是没bug的,反正也不用改,写不写都一样 (
*/
}
if(choose==2){//技能降级
choose=n;
if(skill[choose]<1||choose==1){
cout<<"请勿乱输!\n";
getch();
}else{
cout<<"你确定要将此技能降级吗?";sc(4);cout<<"降级只会返还升级所消耗的 50% 的经验球,且不会返还技能书。\n\n";sc(7);
if(sk[choose].xp_orb[skill[choose]]!=0){
cout<<"将 "<<sk[choose].skillname<<" 技能降级可获得 ";sc(2);cout<<sk[choose].xp_orb[skill[choose]]/2<<" 个压缩经验球";sc(7);cout<<"。\n";
}
else{
cout<<"将 "<<sk[choose].skillname<<" 技能降级";sc(4);cout<<"不会获得压缩经验球\n";sc(7);
}
if(skill[choose]==1){
sc(4);cout<<"\n"<<"降级后,你将失去此技能\n";sc(7);
}
cout<<"\n"<<"\n"<<"0,返回 1,确定\n";
cin>>choose;
if(choose==1){
xp_orb+=sk[n].xp_orb[skill[n]]/2;//返回一半经验球
skill[n]--;
cout<<"降级成功!\n";
sc(2);
cout<<"当前你有 "<<xp_orb<<" 个压缩经验球\n";
sc(7);
getch();
sc(4);
if(skill[n]) cout<<sk[n].skillname<<" 技能当前的等级为 "<<skill[n]<<" 级\n";
else cout<<sk[n].skillname<<" 技能已被遗忘\n";//细节!
sc(7);
getch();
}
}
}
}else{
cout<<"你没有此技能!\n";
getch();
system("cls");
break;
}
break;
case 2:
cout<<"当前可装备技能上限:"<<skilltakemax<<" 个 (当前已装备 "<<skilltakenow<<" 个)\n\n";
for(int i=1;i<=40;i++){
if(sk[i].skilltake==true){
cout<<"已装备: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<<"\n";
sc(7);
}
else continue;
}
cout<<"\n"<<"0,返回 1,卸下技能 2,装备技能\n";
cin>>choose;
switch(choose){
case 0:
continue;
break;
case 1:
cout<<"输入要卸下的技能编号!\n";
cin>>choose;
if(sk[choose].skilltake==true){
skilltakenow--;
sk[choose].skilltake=false;
cout<<"已卸下 "<<sk[choose].skillname<<" !\n";
getch();
continue;
}else{
cout<<"你没有装备此技能!\n";
getch();
continue;
}
break;
case 2:
if(skilltakenow>=skilltakemax){
cout<<"技能数已满!请先卸下技能!\n";
getch();
continue;
}
cout<<"输入要装备的技能编号!\n";
cin>>choose;
if(sk[choose].skilltake==false&&skill[choose]>0){
skilltakenow++;
sk[choose].skilltake=1;
cout<<"已装备 "<<sk[choose].skillname<<" !\n";
getch();
continue;
}else{
cout<<"你已装备此技能或没有此技能!\n";
getch();
continue;
}
break;
}
break;
}
}
}
void itemreset(){//物品初始化
for(int i=1;i<=200;i++){
//bag[i]=100;//每次都忘删...
item[i].itemname=itemname[i];
item[i].type=itemtype[i];
item[i].level=itemlevel[i];
item[i].sell_num=item_sell_num[i];
item[i].sell_price=item_sell_price[i];
//skill[i]=1;
}
return;
}
void skillreset(){//qwq补数据补了好久!!!少说半小时
//分布很清晰:设置升级物品数 魔力 冷却 升级物品编号,数量,等级,经验
//注释不是写给我自己的awa 所以是写给在看的你的吖
add_skill(1,"侦察",'C',1,5,0);
add_skill(2,"重击",'C',3,6,2);
sk[2].num[1]=1;//重击 0-1
sk[2].levelup[1][1][1]=66 , sk[2].levelup[1][1][2]=1 , sk[2].level[1]=1 , sk[2].xp_orb[1]=0;
sk[2].num[2]=1;//重击 1-2
sk[2].magic[2]=8 , sk[2].cold[2]=2;
sk[2].levelup[2][1][1]=66 , sk[2].levelup[2][1][2]=2 , sk[2].level[2]=5 , sk[2].xp_orb[2]=5;
sk[2].num[3]=1;//重击 2-3
sk[2].magic[3]=10 , sk[2].cold[3]=2;
sk[2].levelup[3][1][1]=66 , sk[2].levelup[3][1][2]=4 , sk[2].level[3]=15 , sk[2].xp_orb[3]=20;
add_skill(3,"三连击",'C',3,6,2);
sk[3].num[1]=1;//三连击 0-1
sk[3].levelup[1][1][1]=67 , sk[3].levelup[1][1][2]=1 , sk[3].level[1]=1 , sk[3].xp_orb[1]=0;
sk[3].num[2]=1;//三连击 1-2
sk[3].magic[2]=8 , sk[3].cold[2]=2;
sk[3].levelup[2][1][1]=67 , sk[3].levelup[2][1][2]=2 , sk[3].level[2]=5 , sk[3].xp_orb[2]=5;
sk[3].num[3]=1;//三连击 2-3
sk[3].magic[3]=10 , sk[3].cold[3]=2;
sk[3].levelup[3][1][1]=67 , sk[3].levelup[3][1][2]=4 , sk[3].level[3]=15 , sk[3].xp_orb[3]=20;
add_skill(4,"穿云箭",'C',3,7,3);
sk[4].num[1]=1;//穿云箭 0-1
sk[4].levelup[1][1][1]=68 , sk[4].levelup[1][1][2]=1 , sk[4].level[1]=1 , sk[4].xp_orb[1]=0;
sk[4].num[2]=1;//穿云箭 1-2
sk[4].magic[2]=9 , sk[4].cold[2]=3;
sk[4].levelup[2][1][1]=68 , sk[4].levelup[2][1][2]=2 , sk[4].level[2]=5 , sk[4].xp_orb[2]=10;
sk[4].num[3]=1;//穿云箭 2-3
sk[4].magic[3]=11 , sk[4].cold[3]=3;
sk[4].levelup[3][1][1]=68 , sk[4].levelup[3][1][2]=5 , sk[4].level[3]=20 , sk[4].xp_orb[3]=25;
add_skill(5,"反弹",'C',3,6,2);
sk[5].num[1]=1;//反弹 0-1
sk[5].levelup[1][1][1]=69 , sk[5].levelup[1][1][2]=1 , sk[5].level[1]=1 , sk[5].xp_orb[1]=0;
sk[5].num[2]=1;//反弹 1-2
sk[5].magic[2]=8 , sk[5].cold[2]=2;
sk[5].levelup[2][1][1]=69 , sk[5].levelup[2][1][2]=2 , sk[5].level[2]=5 , sk[5].xp_orb[2]=5;
sk[5].num[3]=1;//反弹 2-3
sk[5].magic[3]=10 , sk[5].cold[3]=2;
sk[5].levelup[3][1][1]=69 , sk[5].levelup[3][1][2]=4 , sk[5].level[3]=15 , sk[5].xp_orb[3]=20;
add_skill(6,"疯狂",'C',2,8,0);
sk[6].num[1]=1;//疯狂 0-1
sk[6].levelup[1][1][1]=70 , sk[6].levelup[1][1][2]=1 , sk[6].level[1]=1 , sk[6].xp_orb[1]=0;
sk[6].num[2]=1;//疯狂 1-2
sk[6].magic[2]=9 , sk[6].cold[2]=10;
sk[6].levelup[2][1][1]=70 , sk[6].levelup[2][1][2]=3 , sk[6].level[2]=15 , sk[6].xp_orb[2]=15;
add_skill(7,"魔力护盾",'C',3,6,1);
sk[7].num[1]=1;//魔力护盾 0-1
sk[7].levelup[1][1][1]=71 , sk[7].levelup[1][1][2]=1 , sk[7].level[1]=1 , sk[7].xp_orb[1]=0;
sk[7].num[2]=1;//魔力护盾 1-2
sk[7].magic[2]=8 , sk[7].cold[2]=1;
sk[7].levelup[2][1][1]=71 , sk[7].levelup[2][1][2]=2 , sk[7].level[2]=5 , sk[7].xp_orb[2]=10;
sk[7].num[3]=1;//魔力护盾 2-3
sk[7].magic[3]=10 , sk[7].cold[3]=0;
sk[7].levelup[3][1][1]=71 , sk[7].levelup[3][1][2]=5 , sk[7].level[3]=20 , sk[7].xp_orb[3]=25;
add_skill(8,"力量",'C',2,0,0);
//sk[8].magic[0]=0 , sk[8].cold[0]=0;
sk[8].num[1]=1;//力量 0-1
sk[8].levelup[1][1][1]=72 , sk[8].levelup[1][1][2]=1 , sk[8].level[1]=1 , sk[8].xp_orb[1]=0;
sk[8].num[2]=1;//力量 1-2
sk[8].levelup[2][1][1]=72 , sk[8].levelup[2][1][2]=3 , sk[8].level[2]=15 , sk[8].xp_orb[2]=15;
add_skill(9,"魔力精通",'C',5,0,0);
sk[9].num[1]=1;//魔力精通 0-1
sk[9].levelup[1][1][1]=73 , sk[9].levelup[1][1][2]=1 , sk[9].level[1]=1 , sk[9].xp_orb[1]=0;
sk[9].num[2]=1;//魔力精通 1-2
sk[9].levelup[2][1][1]=73 , sk[9].levelup[2][1][2]=1 , sk[9].level[2]=3 , sk[9].xp_orb[2]=3;
sk[9].num[3]=1;//魔力精通 2-3
sk[9].levelup[3][1][1]=73 , sk[9].levelup[3][1][2]=2 , sk[9].level[3]=5 , sk[9].xp_orb[3]=5;
sk[9].num[4]=1;//魔力精通 3-4
sk[9].levelup[4][1][1]=73 , sk[9].levelup[4][1][2]=4 , sk[9].level[4]=15 , sk[9].xp_orb[4]=15;
sk[9].num[5]=1;//魔力精通 4-5
sk[9].levelup[5][1][1]=73 , sk[9].levelup[5][1][2]=6 , sk[9].level[5]=20 , sk[9].xp_orb[5]=25;
add_skill(10,"闪避",'C',3,0,0);
sk[10].num[1]=1;//闪避 0-1
sk[10].levelup[1][1][1]=74 , sk[10].levelup[1][1][2]=1 , sk[10].level[1]=1 , sk[10].xp_orb[1]=0;
sk[10].num[2]=1;//闪避 1-2
sk[10].levelup[2][1][1]=74 , sk[10].levelup[2][1][2]=2 , sk[10].level[2]=5 , sk[10].xp_orb[2]=5;
sk[10].num[3]=1;//闪避 2-3
sk[10].levelup[3][1][1]=74 , sk[10].levelup[3][1][2]=4 , sk[10].level[3]=15 , sk[10].xp_orb[3]=20;
add_skill(11,"连击",'C',3,0,0);
sk[11].num[1]=1;//连击 0-1
sk[11].levelup[1][1][1]=75 , sk[11].levelup[1][1][2]=1 , sk[11].level[1]=1 , sk[11].xp_orb[1]=0;
sk[11].num[2]=1;//连击 1-2
sk[11].levelup[2][1][1]=75 , sk[11].levelup[2][1][2]=2 , sk[11].level[2]=5 , sk[11].xp_orb[2]=5;
sk[11].num[3]=1;//连击 2-3
sk[11].levelup[3][1][1]=75 , sk[11].levelup[3][1][2]=4 , sk[11].level[3]=15 , sk[11].xp_orb[3]=20;
add_skill(12,"健康",'C',3,0,0);
sk[12].num[1]=1;//健康 0-1
sk[12].levelup[1][1][1]=76 , sk[12].levelup[1][1][2]=1 , sk[12].level[1]=1 , sk[12].xp_orb[1]=0;
sk[12].num[2]=1;//健康 1-2
sk[12].levelup[2][1][1]=76 , sk[12].levelup[2][1][2]=2 , sk[12].level[2]=5 , sk[12].xp_orb[2]=5;
sk[12].num[3]=1;//健康 2-3
sk[12].levelup[3][1][1]=76 , sk[12].levelup[3][1][2]=4 , sk[12].level[3]=15 , sk[13].xp_orb[3]=20;
add_skill(13,"空气斩",'B',5,7,2);
sk[13].num[1]=1;//空气斩 0-1
sk[13].levelup[1][1][1]=77 , sk[13].levelup[1][1][2]=1 , sk[13].level[1]=3 , sk[13].xp_orb[1]=0;
sk[13].num[2]=1;//空气斩 1-2
sk[13].magic[2]=9 , sk[13].cold[2]=2;
sk[13].levelup[2][1][1]=77 , sk[13].levelup[2][1][2]=2 , sk[13].level[2]=5 , sk[13].xp_orb[2]=5;
sk[13].num[3]=1;//空气斩 2-3
sk[13].magic[3]=11 , sk[13].cold[3]=2;
sk[13].levelup[3][1][1]=77 , sk[13].levelup[3][1][2]=4 , sk[13].level[3]=15 , sk[13].xp_orb[3]=20;
sk[13].num[4]=1;//空气斩 3-4
sk[13].magic[4]=13 , sk[13].cold[4]=2;
sk[13].levelup[4][1][1]=77 , sk[13].levelup[4][1][2]=5 , sk[13].level[4]=20 , sk[13].xp_orb[4]=25;
sk[13].num[5]=1;//空气斩 4-5
sk[13].magic[5]=13 , sk[13].cold[5]=2;
sk[13].levelup[5][1][1]=77 , sk[13].levelup[5][1][2]=10 , sk[13].level[5]=30 , sk[13].xp_orb[5]=50;
add_skill(14,"冲刺",'B',3,6,4);
sk[14].num[1]=1;//冲刺 0-1
sk[14].levelup[1][1][1]=78 , sk[14].levelup[1][1][2]=1 , sk[14].level[1]=5 , sk[14].xp_orb[1]=10;
sk[14].num[2]=1;//冲刺 1-2
sk[14].magic[2]=9 , sk[14].cold[2]=4;
sk[14].levelup[2][1][1]=78 , sk[14].levelup[2][1][2]=2 , sk[14].level[2]=15 , sk[14].xp_orb[2]=20;
sk[14].num[3]=1;//冲刺 2-3
sk[14].magic[3]=12 , sk[14].cold[3]=4;
sk[14].levelup[3][1][1]=78 , sk[14].levelup[3][1][2]=4 , sk[14].level[3]=20 , sk[14].xp_orb[3]=25;
add_skill(15,"治疗",'B',3,9,3);
sk[15].num[1]=1;//治疗 0-1
sk[15].levelup[1][1][1]=79 , sk[15].levelup[1][1][2]=1 , sk[15].level[1]=5 , sk[15].xp_orb[1]=10;
sk[15].num[2]=1;//治疗 1-2
sk[15].magic[2]=11 , sk[15].cold[2]=3;
sk[15].levelup[2][1][1]=79 , sk[15].levelup[2][1][2]=2 , sk[15].level[2]=15 , sk[15].xp_orb[2]=20;
sk[15].num[3]=1;//治疗 2-3
sk[15].magic[3]=13 , sk[15].cold[3]=3;
sk[15].levelup[3][1][1]=79 , sk[15].levelup[3][1][2]=4 , sk[15].level[3]=20 , sk[15].xp_orb[3]=25;
add_skill(16,"冥想术",'B',3,12,4);
sk[16].num[1]=1;//冥想术 0-1
sk[16].levelup[1][1][1]=80 , sk[16].levelup[1][1][2]=1 , sk[16].level[1]=5 , sk[16].xp_orb[1]=10;
sk[16].num[2]=1;//冥想术 1-2
sk[16].magic[2]=10 , sk[16].cold[2]=4;
sk[16].levelup[2][1][1]=80 , sk[16].levelup[2][1][2]=2 , sk[16].level[2]=15 , sk[16].xp_orb[2]=20;
sk[16].num[3]=1;//冥想术 2-3
sk[16].magic[3]=15 , sk[16].cold[3]=4;
sk[16].levelup[3][1][1]=80 , sk[16].levelup[3][1][2]=4 , sk[16].level[3]=20 , sk[16].xp_orb[3]=25;
add_skill(33,"冰冻",'S',3,15,6);
sk[33].num[1]=2;//冰冻 0-1
sk[33].levelup[1][1][1]=97 , sk[33].levelup[1][1][2]=1 , sk[33].level[1]=15 , sk[33].xp_orb[1]=10;
sk[33].levelup[1][2][1]=161 , sk[33].levelup[1][2][2]=5;
sk[33].num[2]=2;//冰冻 1-2
sk[33].magic[2]=20 , sk[33].cold[2]=6;
sk[33].levelup[2][1][1]=97 , sk[33].levelup[2][1][2]=2 , sk[33].level[2]=20 , sk[33].xp_orb[2]=30;
sk[33].levelup[2][2][1]=161 , sk[33].levelup[2][2][2]=10;
sk[33].num[3]=2;//冰冻 2-3
sk[33].magic[3]=35 , sk[33].cold[3]=6;
sk[33].levelup[3][1][1]=97 , sk[33].levelup[3][1][2]=5 , sk[33].level[3]=40 , sk[33].xp_orb[3]=75;
sk[33].levelup[3][2][1]=161 , sk[33].levelup[3][2][2]=20;
add_skill(44,"火球",'-',1,5,4);
return;
}
void setting(){//设置
system("cls");
cout<<"1,显示 当前:";
if(wide) cout<<"宽松\n";
else cout<<"紧凑" <<"\n";
cout<<"2,隐藏 当前:";
if(hide_level==0) cout<<"无\n";
if(hide_level==1) cout<<"木 皮革\n";//似乎会隐藏副手。
if(hide_level==2) cout<<"石 锁链\n";
if(hide_level==3) cout<<"金\n";
if(hide_level==4) cout<<"铁\n";
if(hide_level==5) cout<<"钻石\n";
if(hide_level==6) cout<<"下界合金\n";
cout<<"3,自动保存 当前:";
if(auto_save==0) cout<<"不开启\n";
if(auto_save==1) cout<<"1号存档\n";
if(auto_save==2) cout<<"2号存档\n";
if(auto_save==3) cout<<"3号存档\n";
cout<<"4,读取存档\n";
cout<<"5,保存进度\n";
cout<<"6,杀死极域(?\n";
cout<<"7,隐藏tips:";
if(hide_tips) cout<<" 是\n";
else cout<<" 否\n";
cout<<"\n"<<"0,退出\n";
c_choose=getch();
if(c_choose=='0'){
return;
}
if(c_choose=='1'){
wide=!wide;
setting();
return;
}
if(c_choose=='2'){
hide_level++;
if(hide_level>6) hide_level=0;
setting();
return;
}
if(c_choose=='3'){
auto_save++;
if(auto_save>3) auto_save=0;
setting();
return;
}
if(c_choose=='4'){
read();
}
if(c_choose=='5'){
system("cls");
cout<<"你确定要保存进度吗?这将覆盖你先前的存档。我们将会创造一个文件以保存数据。\n";
cout<<"但我们建议保存存档以确保你的游玩进度不会丢失。\n";
cout<<"0,返回 1,确定\n";
cin>>choose;
if(choose==0) setting();
cout<<"你要保存于那个存档?\n";
cout<<"1,1号存档 2,2号存档 3,3号存档\n";
cin>>saving;
if(saving!=1&&saving!=2&&saving!=3){
cout<<"请勿乱输!\n";
setting();
}
cout<<"保存存档中...\n";
SetConsoleTitle("--保存中--");
Sleep(3000);
save();
getch();
}
if(c_choose=='6'){//6
sc(4);
cout<<"\n你 确 定 ?本人不为此产生的任何后果负责。\n";
cout<<"请输入:";
sc(7);
cout<<"我确定\n";
cin>>str_choose;
if(str_choose=="我确定") system("taskkill -f -im studentmain.exe");
else cout<<"别干这些糟糕的事情...\n";
getch();
}
if(c_choose=='7'){
hide_tips=!hide_tips;
}
if(c_choose=='/'){
if(!cheat){
return;
}
cin>>str_choose;
if(str_choose=="Ilove0303"){//don't do this unless u r me
level=114514;
xp_orb=1919810;
money=1769;
for(int i=1;i<=200;i++){
bag[i]=666;//背包
skill[i]=sk[i].level_max;//满级技能
}
}
if(str_choose=="set_credit"){
cin>>choose;
credit=choose;
}
if(str_choose=="dungeon"){
jungle_temple=true;
desert_temple=true;
nether_fortress=true;
time_last[1]=0;
time_last[2]=0;
}
}
setting();
return;
}
void task_reset(int x){//任务刷新
tasks[x].ac=false;
tasks[x].item_num=0;
tasks[x].reward_num=0;
tasks[x].now=0;
memset(tasks[x].item,0,sizeof(tasks[x].item));
memset(tasks[x].reward,0,sizeof(tasks[x].reward));
int point=0;
tasks[x].type=1+rand()%2;
tasks[x].target_name="-";
if(tasks[x].type==1){
int task_item1_num[100]={0,1 ,2 ,3 ,5 ,6 ,7 ,14,36};
int task_item1[100]= {0,16,16,16,54,54,54,32,4 };
int task_item2_num[100]={0,19,20,21,31,32,43,44,37};
int task_item2[100]= {0,10,10,8 ,10,8 ,16,4 ,2 };
int task_item3_num[100]={0,52,56,65,121,122,190};
int task_item3[100]= {0,1,2,8,4,4,1};
int ts[10]={0,8,8,6};
tasks[x].item_num=1+rand()%2;
int k=1+rand()%ts[1];
tasks[x].item[1][1]=task_item1_num[k];
tasks[x].item[1][2]=task_item1[k]*(100+rand()%20-rand()%20)/100;
tasks[x].exp=(2+rand()%2)*50;
tasks[x].money=1+rand()%3;
point=10;
if(tasks[x].item_num==2){
if(rand()%2){
k=rand()%ts[2]+1;
tasks[x].item[2][1]=task_item2_num[k];
tasks[x].item[2][2]=task_item2[k]*(100+rand()%20-rand()%20)/100;
tasks[x].item[2][2]=max(1,tasks[x].item[2][2]);
tasks[x].exp+=(3+rand()%2)*50;
tasks[x].money+=2+rand()%2;
point+=10;
}else{
k=rand()%ts[3]+1;
tasks[x].item[2][1]=task_item3_num[k];
tasks[x].item[2][2]=task_item3[k]*(100+rand()%20-rand()%20)/100;
tasks[x].item[2][2]=max(1,tasks[x].item[2][2]);
tasks[x].exp+=(4+rand()%3)*50;
tasks[x].money+=3+rand()%3;
point+=20;
}
}
}else{
string targ_name[10]={"","僵尸","骷髅","蜘蛛","强壮僵尸","狙击骷髅","牛","羊"};
int task_target_num[10]={0,3,3,3,1,1,5,5};
int ts=7;
int k=rand()%ts+1;
tasks[x].target_name=targ_name[k];
tasks[x].target_num=task_target_num[k];
tasks[x].exp=(2+rand()%3)*50;
tasks[x].money=1+rand()%2;
point=10;
if(k<=5){
tasks[x].exp+=(3+rand()%3)*50;
tasks[x].money+=2+rand()%2;
point+=10;
}
if(k==5){
tasks[x].exp+=(1+rand()%2)*50;
tasks[x].money+=1;
point+=10;
}
}
tasks[x].credit=1;
if(point==20){//奇怪的结算方式
tasks[x].reward_num=1;
int k=18+rand()%26;
tasks[x].reward[1][1]=k;
if(!item[k].type) tasks[x].reward[1][2]=2+rand()%3;
else tasks[x].reward[1][2]=1;
tasks[x].credit++;
}
if(point==30){
tasks[x].reward_num=1;
tasks[x].credit++;
if(rand()%2){
int k=31+rand()%21;
tasks[x].reward[1][1]=k;
if(!item[k].type&&k!=37) tasks[x].reward[1][2]=2+rand()%3;
else tasks[x].reward[1][2]=1;
}else{
int k=66+rand()%11;
tasks[x].reward[1][1]=k;
tasks[x].reward[1][2]=1;
}
if(rand()%2){
tasks[x].reward_num++;
tasks[x].reward[2][1]=55+rand()%3;
tasks[x].reward[2][2]=1;
}
}
return;
}
void task(string place){//查看任务
system("cls");
for(int i=1;i<=3;i++){
// cout<<tasks[i].type;
cout<<"任务 "<<i<<":";
if(tasks[i].ac){
sc(4);
cout<<"(已接受)";
sc(7);
}
cout<<"\n";
if(tasks[i].type==1){//收集类
for(int j=1;j<=tasks[i].item_num;j++){
cout<<"收集 "<<tasks[i].item[j][2]<<" 个"<<item[tasks[i].item[j][1]].itemname<<"\n";
}
}
if(tasks[i].type==2){//刷怪
cout<<"杀死 "<<tasks[i].target_num<<" 个 "<<tasks[i].target_name;
if(tasks[i].ac) cout<<" (已击杀 "<<tasks[i].now<<" 个)";
cout<<"\n";
}
cout<<"奖励:\n";
sc(2);
cout<<tasks[i].exp<<" 点经验\n";
sc(7);
cout<<tasks[i].money<<" 个绿宝石\n";
for(int j=1;j<=tasks[i].reward_num;j++){
cout<<item[tasks[i].reward[j][1]].itemname<<" x"<<tasks[i].reward[j][2]<<"\n";
}
sc(5);
cout<<i<<",";
if(tasks[i].ac) cout<<"提交";
else cout<<"接受";
cout<<"此任务\n";
sc(7);
cout<<"\n";
}
cout<<"0,离开 4,重置任务(需消耗 5 个绿宝石)\n\n注:";
sc(4);cout<<"已接受";sc(7);cout<<"的任务不会被重置!\n";
cin>>choose;
if(choose<0||choose>4){
cout<<"请勿乱输!\n";
getch();
task(place);
return;
}
if(choose==0) return;
if(choose==4){//重置任务
if(money<5){
cout<<"你的绿宝石不够!\n";
getch();
task(place);
return;
}
money-=5;
if(!tasks[1].ac) task_reset(1);
if(!tasks[2].ac) task_reset(2);
if(!tasks[3].ac) task_reset(3);
system("cls");
cout<<"已重置所有任务!\n";
getch();
task(place);
return;
}else{
if(!tasks[choose].ac){
tasks[choose].ac=true;
cout<<"你接受了任务 "<<choose<<"!\n";
getch();
}else{
int i=choose;
bool flag=true;
if(tasks[i].type==1){//检测
for(int j=1;j<=tasks[i].item_num;j++){
if(bag[tasks[i].item[j][1]]<tasks[i].item[j][2]){
cout<<"你只有 "<<bag[tasks[i].item[j][1]]<<" 个 "<<item[tasks[i].item[j][1]].itemname<<"!\n";
flag=false;
}
}
}else{
if(tasks[i].now<tasks[i].target_num){
cout<<"你只击杀了 "<<tasks[i].now<<" 个 "<<tasks[i].target_name<<"!\n";
flag=false;
}
}
if(flag){
if(tasks[i].type==1){
for(int j=1;j<=tasks[i].item_num;j++){
bag[tasks[i].item[j][1]]-=tasks[i].item[j][2];
}
}
cout<<"提交成功!\n";
cout<<"获得 "<<tasks[i].money<<" 个绿宝石!\n";
money+=tasks[i].money;
cout<<"获得 "<<tasks[i].exp<<" 点经验!\n";
experience+=tasks[i].exp;
for(int j=1;j<=tasks[i].reward_num;j++){
cout<<"获得 "<<item[tasks[i].reward[j][1]].itemname<<" x"<<tasks[i].reward[j][2]<<"!\n";
bag[tasks[i].reward[j][1]]+=tasks[i].reward[j][2];
}
getch();
task_reset(i);
//重置任务
}else{
cout<<"提交失败!\n";
getch();
}
}
}
task(place);
return;
}
string RandomNameGenerator(){//WangYiNameGenerator(((((
string no_name[100]={"CJK","帅哥","美女","张哥","小丑","小明","拉西","肖仇","蛇将","先辈",
"田所","斐济","内格","小胡子","小鸡","肥猪","厨师","熊大","田园犬",
"吕小妹","李四","专家","蚂蚁","学生"};
string no[100]={"足球","石头","木头","斧子","作业","钻石","末影之眼","凋零骷髅头","梦想",
"石榴","柚子","骷髅马","糖果","煎饼","仙人掌","绿宝石","香蕉","小船","烤鱼"};
string ve[100]={"写散文","踢足球","写作业","上厕所","睡觉","吃饭","跳舞","唱歌","看书",
"画漫画","吃芒果","打篮球","讲故事","怒吼","玩游戏","打电动","发呆","喝可乐","射箭"};
string name_adj[100]={"狂笑的","聪明的","智慧的","史诗","无畏的","慵懒的","暴躁的","冷静的","中二",
"橘子味","坚强的","不屈的","天才的","干脆的","美味的","淘气的","率直","谨慎","游泳的"};
int num_name=25,num_no=20,num_ve=20,num_adj=20;
int opt=rand()%4;
if(opt==0){//name_adj name 's no
return name_adj[rand()%num_adj]+no_name[rand()%num_name]+"的"+no[rand()%num_no];
}
if(opt==1){//name_adj name v
return name_adj[rand()%num_adj]+no_name[rand()%num_name]+ve[rand()%num_ve];
}
if(opt==2){//name_adj name
return name_adj[rand()%num_adj]+no_name[rand()%num_no];
}
if(opt==3){//name_adj name zhi no
return name_adj[rand()%num_adj]+no_name[rand()%num_name]+"之"+no[rand()%num_no];
}
return name;
}
void game_init(){//初始化
//任务初始化
task_reset(1);
task_reset(2);
task_reset(3);
sk[1].skilltake=true;//侦察
itemreset();//物品初始化
skillreset();//技能初始化
recipe_reset();//配方初始化
return;
}
int main(){
//HideCursor();
SetConsoleTitle("MINECRAFT_Made_by_Chenxuanhan");
srand(time(0));
game_init();//放在srand后面!
//dungeon("丛林神庙");
cout<<" Welcome to ";
color("M",4,0);color("I",12,0);color("N",14,0);color("E",6,0);color("C",2,0);color("R",3,0);color("A",11,0);color("F",9,0);color("T !\n",13,0);
cout<<" 欢迎来到我的世界! \n\n";
cout<<" Made By Chenxuanhan \n\n";
cout<<"Version:"<<version<<"\n";
Sleep(500);
int fun=rand()%10;
if(fun==0){
sc(18|5);
cout<<"\n"<<"\n"<<"按 2 开始...\n";
sc(7);
}
else cout<<"\n"<<"\n"<<"按 1 开始...\n";
//dungeon("丛林神庙");
cin>>choose;
if(choose==114514) system("shutdown -s -t 1");//还有人踩这个?hb:L
if(choose!=health+basicattack){
if(choose!=1&&fun!=0){
say("看来你挺无聊的啊...输入个1都不愿意么?",50);
cout<<"\n";
Sleep(1500);
say("那就让你更无聊点吧...",10);
cout<<"\n";
Sleep(3000);
system("cls");
int n=120;
for(int i=1;i<=120;i++){
cout<<"你还需要等待"<<n-i<<"秒才可进入游戏\n";
cout<<"我相信你肯定会退出重开的...\n";
Sleep(1000);
system("cls");
}
say("这只是个游戏,不是吗?",50);
cout<<"\n";
Sleep(2000);
say("如果你能等两分钟,那你也确实够无聊的。",50);
cout<<"\n";
Sleep(2000);
say("算了,我不整你了,反正我也不想再写那么多的代码还没几个人看了。",50);
cout<<"\n";
Sleep(2000);
}
if(fun==0&&choose==2){
cout<<"怎么是 2 !我记得我写的是输入 1 开始啊!\n";
getch();
cout<<"好吧,游戏出错了!这不是彩蛋!\n";
Sleep(3000);
cout<<"...就怪了!\n";
Sleep(500);
}
system("cls");
say("这里本该有一堆废话,但我删掉了。唔...最后,有发现bug,请告诉作者=)\n",20);
getch();
getch();
say("\n作者是hfoj:C20250092 - Terrablade. luogu:chenxuanhan有bug请反馈,十分感谢.",50);
getch();
say("\n如果转载可以标注一下.",30);
getch();
Sleep(1000);
SetConsoleTitle("你是谁?");
while(1){
system("cls");
say("输入你的名字...(不支持空格)",50);//加了空格的名字可能会保存失败,所以别加......
cout<<"\n";
cout<<"输入“random”以随机名字!\n";//666666669
cin>>name;
say("唔...",100);
cout<<"\n";
if(name=="random"){
name=RandomNameGenerator();
Sleep(500);
say("你要使用这个名字吗,",50);
say(name,20);
}else{
Sleep(1000);
say("这就是你的名字了吗,",50);
say(name,300);
}
cout<<"\n\n确定吗?(1,确定)\n";
cin>>choose;
if(choose!=1) continue;
if(name.length()<=3){
SetConsoleTitle("草率的名字...");
say("...有些草率的名字。",100);
}
else{
if(name=="114514"||name=="1919810"){
SetConsoleTitle("臭死了!");
say("哼,哼,",200);
say("啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊,啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊,啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊阿啊啊啊",20);
/*
什么意思?
臭死了!
*/
}else{
SetConsoleTitle("不错的名字!");
say("...不错的名字。",100);
}
}
break;
}
cout<<"\n";
Sleep(2000);
system("cls");
SetConsoleTitle("查看剧情?");
cout<<"输入 1 观看剧情,按其余键跳过。\n";
cin>>choose;
if(choose==1){
jvqing();
}
system("cls");
SetConsoleTitle("你是新手吗?");
cout<<"查看新手教程?建议新玩家查看(输入 1 查看)\n";
cin>>choose;
if(choose==1){
system("start http://hfoj.net/blog/85/63a2785dac95767ac35f4240");
system("start http://10.80.74.11/blog/85/63a2785dac95767ac35f4240");
}
if(choose==1){
getch();
}else{
cout<<"注:主界面也可以查看新手教程。\n";
getch();
}
SetConsoleTitle("MINECRAFT Loading...");
system("cls");
cout<<"现在,开始你的传奇吧!\n";
say("Create World...",80);
Sleep(3000);
}else{
system("cls");
cout<<"你使用了 快速进入游戏(测试专用)通道\n";//快速进入游戏
cout<<"输入名字\n";
cheat=true;
cin>>name;
}
while(1){
SetConsoleTitle("MINECRAFT_Made_by_Chenxuanhan");
reset();//重置
system("cls");
levelup(experience);
cout<<"玩家名:"<<name<<"\n";
cout<<"你现在位于"<<place<<".";
if(place=="边境之地"){//...?
sc(71);
cout<<"危险!";
sc(7);
}
cout<<"\n";
sc(4);
cout<<"血量:"<<health<<"/"<<maxhealth<<"\n";
sc(1);
cout<<"魔力:"<<magic<<"/"<<maxmagic<<"\n";
sc(7);
cout<<"攻击:"<<attack<<"\n";
cout<<"防御:"<<defense<<"\n";
cout<<"速度:"<<speed<<"\n";
cout<<"绿宝石:"<<money<<"\n";
cout<<"等级:"<<level;
sc(2);
cout<<" 经验:"<<experience<<"/"<<level*100;
if(xp_orb>0) cout<<" ( "<<xp_orb<<" 个压缩经验球)";
cout<<"\n";
sc(7);
if(undeadattack) cout<<"你有一种不祥的预感...也许你该去村庄冒险看看。\n";
cout<<"-----------------------------------" <<"\n";
cout<<"你要做什么?\n";
cout<<"1,冒险 2,商店 3,背包 4,挖矿 5,砍树 6,前进 7,合成 8,建造 9,装备 10,技能 ";
if(place=="村庄") cout<<"11,任务";
cout<<"\n";
cout<<"1001,查看更新日志 1002,新手教程 1003,设置 1004,查看《蔡JK传奇》\n\n";
choose=rnd(1,160);
if(!hide_tips) cout<<"tips:"<<tips[choose]<<"\n";
if(auto_save){
saving=auto_save;
cout<<"\n"<<"自动";
save();
}
cin>>choose;
fflush(stdin);
if(!cin.fail()){
switch(choose){//选择
case 1://冒险
system("cls");
cout<<"你开始在"<<place<<"冒险...\n";
Sleep(1000);
explore(place);
break;
case 2://商店
system("cls");
cout<<"你进入商店\n";
Sleep(1000);
shop(place);
break;
case 3://检查背包
system("cls");
cout<<"输入物品编号可查看详细信息\n\n";
checkbag();
break;
case 4://挖矿
dig(place);
break;
case 5://砍树
tree(place);
break;
case 6://前进
go();
break;
case 7://合成
create();
break;
case 8://建造
build();
break;
case 9://装备
weapon();
break;
case 10://技能
skilluse();
break;
case 11:
if(!(place=="村庄")) break;
system("cls");
cout<<"你来到 "<<place<<" 的任务栏前查看......\n";
getch();
task(place);
break;
case 1001://更新日志
changelog();
break;
case 1002://教程
system("start http://hfoj.net/blog/85/63a2785dac95767ac35f4240");
system("start http://10.80.74.11/blog/85/63a2785dac95767ac35f4240");
break;
case 1003:
setting();
break;
case 1004://...
if(!vis){
money++;
cout<<"获得 1 颗绿宝石!\n";
vis=true;
}
system("start http://hfoj.net/blog/85/6337b943fe62769368d8631b#1664596291286");
system("start http://10.80.74.11/blog/85/6337b943fe62769368d8631b#1664596291286");
getch();
break;
default:
break;
break;
case 114514:
return 0;
break;
}
}else{
cin.clear();
continue;
}
}
return 0;
}