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

monster.description = "The Snapper"
monster.experience = 150
monster.outfit = {
	lookType = 119,
	lookHead = 0,
	lookBody = 0,
	lookLegs = 0,
	lookFeet = 0,
	lookAddons = 0,
	lookMount = 0,
}

monster.health = 300
monster.maxHealth = 300
monster.race = "blood"
monster.corpse = 6046
monster.speed = 120
monster.manaCost = 0

monster.changeTarget = {
	interval = 5000,
	chance = 8,
}

monster.strategiesTarget = {
	nearest = 70,
	health = 10,
	damage = 10,
	random = 10,
}

monster.flags = {
	summonable = false,
	attackable = true,
	hostile = true,
	convinceable = false,
	pushable = false,
	rewardBoss = true,
	illusionable = false,
	canPushItems = true,
	canPushCreatures = true,
	staticAttackChance = 90,
	targetDistance = 1,
	runHealth = 30,
	healthHidden = false,
	isBlockable = false,
	canWalkOnEnergy = true,
	canWalkOnFire = true,
	canWalkOnPoison = true,
}

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

monster.voices = {
	interval = 5000,
	chance = 10,
}

monster.loot = {
	{ id = 3031, chance = 100000, maxCount = 178 }, -- gold coin
	{ id = 266, chance = 80000, maxCount = 5 }, -- health potion
	{ id = 3032, chance = 75000, maxCount = 4 }, -- small emerald
	{ id = 3557, chance = 44000 }, -- plate legs
	{ id = 3357, chance = 39800 }, -- plate armor
	{ id = 3556, chance = 6000 }, -- crocodile boots
	{ id = 3370, chance = 400 }, -- knight armor
}

monster.attacks = {
	{ name = "melee", interval = 2000, chance = 100, minDamage = 0, maxDamage = -60 },
}

monster.defenses = {
	defense = 5,
	armor = 13,
	mitigation = 0.28,
}

monster.elements = {
	{ type = COMBAT_PHYSICALDAMAGE, percent = -5 },
	{ type = COMBAT_ENERGYDAMAGE, percent = -5 },
	{ type = COMBAT_EARTHDAMAGE, percent = 15 },
	{ type = COMBAT_FIREDAMAGE, percent = -10 },
	{ type = COMBAT_LIFEDRAIN, percent = 0 },
	{ type = COMBAT_MANADRAIN, percent = 0 },
	{ type = COMBAT_DROWNDAMAGE, percent = 0 },
	{ type = COMBAT_ICEDAMAGE, percent = 10 },
	{ type = COMBAT_HOLYDAMAGE, percent = 0 },
	{ type = COMBAT_DEATHDAMAGE, percent = 0 },
}

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

mType:register(monster)
