local mType = Game.createMonsterType("Memory of a Book")
local monster = {}

monster.description = "a memory of a book"
monster.experience = 1770
monster.outfit = {
	lookType = 1060,
	lookHead = 0,
	lookBody = 0,
	lookLegs = 0,
	lookFeet = 0,
	lookAddons = 0,
	lookMount = 0,
}

monster.health = 3670
monster.maxHealth = 3670
monster.race = "undead"
monster.corpse = 28586
monster.speed = 120
monster.manaCost = 0

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

monster.strategiesTarget = {
	nearest = 100,
}

monster.flags = {
	summonable = false,
	attackable = true,
	hostile = true,
	convinceable = false,
	pushable = false,
	rewardBoss = false,
	illusionable = false,
	canPushItems = true,
	canPushCreatures = true,
	staticAttackChance = 90,
	targetDistance = 1,
	runHealth = 0,
	healthHidden = false,
	isBlockable = false,
	canWalkOnEnergy = true,
	canWalkOnFire = true,
	canWalkOnPoison = true,
}

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

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

monster.loot = {
	{ name = "gold coin", chance = 76000, maxCount = 92 },
	{ id = 3130, chance = 8300 }, -- twigs
	{ name = "green crystal fragment", chance = 7000 },
	{ name = "great spirit potion", chance = 26400 },
	{ name = "ultimate health potion", chance = 15390 },
	{ name = "bottle of champagne", chance = 8300 },
	{ name = "green crystal shard", chance = 7200 },
}

monster.attacks = {
	{ name = "melee", interval = 2000, chance = 100, minDamage = 0, maxDamage = -100 },
	{ name = "combat", interval = 1000, chance = 15, type = COMBAT_ICEDAMAGE, minDamage = -50, maxDamage = -150, range = 7, shootEffect = CONST_ANI_ICE, target = false },
}

monster.defenses = {
	defense = 45,
	armor = 45,
	mitigation = 1.20,
}

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 = true },
	{ type = "outfit", condition = false },
	{ type = "invisible", condition = true },
	{ type = "bleed", condition = false },
}

mType:register(monster)
