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

monster.description = "a mercury blob"
monster.experience = 180
monster.outfit = {
	lookType = 316,
	lookHead = 0,
	lookBody = 0,
	lookLegs = 0,
	lookFeet = 0,
	lookAddons = 0,
	lookMount = 0,
}

monster.raceId = 515
monster.Bestiary = {
	class = "Slime",
	race = BESTY_RACE_SLIME,
	toKill = 500,
	FirstUnlock = 25,
	SecondUnlock = 250,
	CharmsPoints = 15,
	Stars = 2,
	Occurrence = 0,
	Locations = "Alchemist Quarter.",
}

monster.health = 150
monster.maxHealth = 150
monster.race = "undead"
monster.corpse = 9048
monster.speed = 75
monster.manaCost = 0

monster.changeTarget = {
	interval = 5000,
	chance = 0,
}

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

monster.flags = {
	summonable = false,
	attackable = true,
	hostile = true,
	convinceable = false,
	pushable = false,
	rewardBoss = false,
	illusionable = false,
	canPushItems = true,
	canPushCreatures = false,
	staticAttackChance = 85,
	targetDistance = 1,
	runHealth = 0,
	healthHidden = false,
	isBlockable = false,
	canWalkOnEnergy = false,
	canWalkOnFire = false,
	canWalkOnPoison = false,
}

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

monster.summon = {
	maxSummons = 3,
	summons = {
		{ name = "Mercury Blob", chance = 10, interval = 2000, count = 3 },
	},
}

monster.voices = {
	interval = 5000,
	chance = 10,
	{ text = "Crackle", yell = false },
}

monster.loot = {
	{ name = "glob of mercury", chance = 18750 },
}

monster.attacks = {
	{ name = "melee", interval = 2000, chance = 100, minDamage = 0, maxDamage = -75 },
	{ name = "drunk", interval = 2000, chance = 10, range = 7, shootEffect = CONST_ANI_HOLY, effect = CONST_ME_STUN, target = true, duration = 3000 },
	{ name = "combat", interval = 2000, chance = 20, type = COMBAT_ENERGYDAMAGE, minDamage = -10, maxDamage = -30, range = 7, shootEffect = CONST_ANI_ENERGY, effect = CONST_ME_ENERGYHIT, target = true },
}

monster.defenses = {
	defense = 1,
	armor = 3,
	mitigation = 0.25,
	{ name = "combat", interval = 2000, chance = 5, type = COMBAT_HEALING, minDamage = 20, maxDamage = 30, effect = CONST_ME_MAGIC_BLUE, target = false },
}

monster.elements = {
	{ type = COMBAT_PHYSICALDAMAGE, percent = 10 },
	{ type = COMBAT_ENERGYDAMAGE, percent = 0 },
	{ type = COMBAT_EARTHDAMAGE, percent = 65 },
	{ type = COMBAT_FIREDAMAGE, percent = 10 },
	{ type = COMBAT_LIFEDRAIN, percent = 80 },
	{ type = COMBAT_MANADRAIN, percent = 0 },
	{ type = COMBAT_DROWNDAMAGE, percent = 0 },
	{ type = COMBAT_ICEDAMAGE, percent = 15 },
	{ type = COMBAT_HOLYDAMAGE, percent = 65 },
	{ type = COMBAT_DEATHDAMAGE, percent = 100 },
}

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

mType:register(monster)
