Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
It gives you Haste as well. But I can see why you think it does nothing.
A lot of the sounds are tied to the animations. If you haven't noticed, a lot of the skills in the game use the same sound effects. I can change them up, but I'm not changing something just for the sake of it. If you give examples, I can happily take a look.
https://docs.larian.game/Part_1:_creating_a_new_skill
It's what I used to learn a bit on making spells
Additional resources here as well:
https://docs.larian.game/Skill_creation
My favourite monks I found in Baldurs Gate, Icewind Dale and Neverwinter Nights.
Although the AD&D system was a bit restrictive, it was possilble to "build" very different monks:
1) Classic wisdom build: Armour scales with WIS, some abilities, too. WIS governed also precision of several skills.
2) DEX-build with high dodge values
3) STR-build for raw dmg
Finally it was possible to give the monk weapons like the kama (dual wield) and the staff. These weapons were classiefied as "monk weapons" and did not hinder the use of class abilities.
I really have no clue, what kind of work that would be, so please don't condemn me because of my ignorance :)
As far as the different stat scaling, I would suggest just using different weapons if you're keen on it. Like what imminence said, you could just implement different weapons that are the different stats. If you're finesse based then you use kama (daggers done with a stardust herb), if you're strength based then you use a martial arts sword (done with stardust herbs). Or, if possible, what would be even better is if the fists would use whatever you're highest stat is between int/fin/str; but that might be hard to code. I know nothing about the editor in this game.