> For the complete documentation index, see [llms.txt](https://1294243258.gitbook.io/untiltheend-introduction/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://1294243258.gitbook.io/untiltheend-introduction/gu-you-shu-xing/humidity-shi-du.md).

# Humidity-湿度

## 影响湿度的因素

### 天气

#### 雨雪天气

* 若玩家所在世界正在下雨雪
* ①玩家手上有伞/眼球伞或头上带有眼球伞等雨具→湿度不变
* ②若玩家头上（不论高度）有实体方块→湿度不变
* ③若玩家暴露在雨中→湿度提升 **+1湿度/秒**

{% code title="humidity.yml" %}

```yaml
weahterChangePeriod: 20 
#在雨中湿度每多少刻上升1
```

{% endcode %}

#### 晴天

* 湿度玩家 **-1湿度/秒（速度与雨雪天气上升相同）**

### 在水中

* 若玩家在水中
* 则玩家湿度 **+4/秒**
* **在水中载具里不会上升**

{% code title="humidity.yml" %}

```yaml
stateChangePeriod: 5 
#在水中湿度每多少刻上升1
```

{% endcode %}

## 玩家湿度导致的结果

#### 行动不便

* 玩家湿度大于10时获得挖掘疲劳效果

{% code title="humidity.yml" %}

```yaml
effectHumidity: 10 
#玩家湿度高于多少触发挖掘疲劳效果
```

{% endcode %}

### 全局物品潮湿

#### 玩家身上的物品

* 玩家湿度大于10时
* 背包内物品每2.5秒有30%几率潮湿

{% code title="humidity.yml" %}

```yaml
dampPeriod: 50 
#玩家背包内物品受潮计算周期(数值越大，受潮越快)
dampPercent: 0.3 
#每次计算时受潮的概率
dampHumidity: 10 
#玩家湿度高于多少背包内物品开始潮湿
```

{% endcode %}

#### 丢在地上的物品

* 若天气为雨雪-极快地潮湿
* 若物品上面有方块遮挡（无论多高），将不会潮湿

#### 潮湿的物品

* 潮湿的食品提供的饱食度-25%
* 潮湿的物品不能用于合成或在物品栏拖动

{% code title="humidity.yml" %}

```yaml
wetFoodLevel: 0.75 
#潮湿的物品提供的饱食度为原来的百分之几
```

{% endcode %}

#### 发霉

* 有一些物品/方块潮湿之后其种类会变样
* 圆石变为苔石
* 石头变为圆石
* 沙子变为砂砾&#x20;
* 泥土变为草方块
* 土豆变为毒马铃薯

{% code title="humidity.yml" %}

```yaml
#物品受潮之后变样的设定
wetBlocks: 
  #格式：
  #方块Material名字: 变样的方块Material名字
  COBBLESTONE: MOSSY_COBBLESTONE #圆石变苔石
  STONE: COBBLESTONE
  SAND: GRAVEL
  DIRT: GRASS
  POTATO: POISONOUS_POTATO
```

{% endcode %}

### 全局物品干燥

#### 玩家身上的物品

* 玩家湿度小于3时
* 背包内潮湿的物品每2.5秒有30%几率风干

{% code title="humidity.yml" %}

```yaml
seasonPeriod: 50 
#玩家背包内物品风干计算周期(数值越大，风干越快)
seasonPercent: 0.3 
#每次计算时风干的概率
seasonHumidity: 3 
#玩家湿度低于多少背包内物品开始风干
```

{% endcode %}

#### 丢在地上的物品

* 若天气为晴天-潮湿的掉落物极快地风干

### 湿度-完

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