you can do custom monsters (basically copying the log2 monsters, that will only stay on this water tile) then edit their move sound by something like
Code: Select all
{
class = "MonsterMove",
name = "move",
sound = "my_water_sound_walk_monster",
cooldown = 3,
animationSpeed = 1.0,
},
So while moving, they will make a water sound walking.
But of course, the monster would never have to go on a non water tile, the area must be surrounded by blockers or anything that can prevent monsters to get out of the water zone.
This is a basic approach, without requiring scripting-headache-makers
