local mType = Game.createMonsterType("Mornenion")
local monster = {}

monster.description = "Mornenion"
monster.experience = 115
monster.outfit = {
	lookType = 64,
	lookHead = 0,
	lookBody = 0,
	lookLegs = 0,
	lookFeet = 0,
	lookAddons = 0,
	lookMount = 0,
}

monster.bosstiary = {
	bossRaceId = 765,
	bossRace = RARITY_NEMESIS,
}

monster.health = 190
monster.maxHealth = 190
monster.race = "blood"
monster.corpse = 6012
monster.speed = 110
monster.manaCost = 0

monster.changeTarget = {
	interval = 4000,
	chance = 10,
}

monster.strategiesTarget = {
	nearest = 100,
}

monster.flags = {
	summonable = false,
	attackable = true,
	hostile = true,
	convinceable = false,
	pushable = false,
	rewardBoss = false,
	illusionable = false,
	canPushItems = true,
	canPushCreatures = false,
	staticAttackChance = 90,
	targetDistance = 4,
	runHealth = 0,
	healthHidden = false,
	isBlockable = false,
	canWalkOnEnergy = true,
	canWalkOnFire = true,
	canWalkOnPoison = true,
}

monster.light = {
	level = 0,
	color = 0,
}

monster.voices = {
	interval = 5000,
	chance = 10,
	{ text = "Come on, you don't really need this. Just let me go.", yell = false },
	{ text = "Let us leave safely and maybe we'll give you a few coins.", yell = false },
	{ text = "That cowardish dwarven bank keeper ran when he saw the three of us.", yell = false },
	{ text = "You humans have enough to spare. We live in poverty.", yell = false },
}

monster.loot = {
	{ name = "bag with stolen gold", chance = 100000 },
	{ name = "platinum coin", chance = 75000, maxCount = 100 },
}

monster.attacks = {
	{ name = "melee", interval = 2000, chance = 100, minDamage = 0, maxDamage = -30 },
	{ name = "combat", interval = 2000, chance = 15, type = COMBAT_PHYSICALDAMAGE, minDamage = 0, maxDamage = -80, range = 7, shootEffect = CONST_ANI_ARROW, target = false },
}

monster.defenses = {
	defense = 10,
	armor = 7,
	mitigation = 0.46,
	{ name = "combat", interval = 5000, chance = 7, type = COMBAT_HEALING, minDamage = 25, maxDamage = 35, effect = CONST_ME_MAGIC_BLUE, target = false },
}

monster.elements = {
	{ type = COMBAT_PHYSICALDAMAGE, percent = 0 },
	{ type = COMBAT_ENERGYDAMAGE, percent = 0 },
	{ type = COMBAT_EARTHDAMAGE, percent = 0 },
	{ type = COMBAT_FIREDAMAGE, percent = 0 },
	{ type = COMBAT_LIFEDRAIN, percent = 0 },
	{ type = COMBAT_MANADRAIN, percent = 0 },
	{ type = COMBAT_DROWNDAMAGE, percent = 0 },
	{ type = COMBAT_ICEDAMAGE, percent = 0 },
	{ type = COMBAT_HOLYDAMAGE, percent = 0 },
	{ type = COMBAT_DEATHDAMAGE, percent = 0 },
}

monster.immunities = {
	{ type = "paralyze", condition = false },
	{ type = "outfit", condition = false },
	{ type = "invisible", condition = true },
	{ type = "bleed", condition = false },
}

mType:register(monster)
