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

monster.description = "Haunter"
monster.experience = 4000
monster.outfit = {
	lookType = 320,
	lookHead = 0,
	lookBody = 0,
	lookLegs = 0,
	lookFeet = 0,
	lookAddons = 0,
	lookMount = 0,
}

monster.health = 8500
monster.maxHealth = 8500
monster.race = "blood"
monster.corpse = 9001
monster.speed = 135
monster.manaCost = 0

monster.changeTarget = {
	interval = 2000,
	chance = 9,
}

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 = 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,
	{ text = "Surrender and I'll end it quick.", yell = false },
}

monster.loot = {}

monster.attacks = {
	{ name = "melee", interval = 2000, chance = 100, skill = 50, attack = 50 },
	{ name = "combat", interval = 2000, chance = 16, type = COMBAT_ENERGYDAMAGE, minDamage = 0, maxDamage = -130, radius = 3, effect = CONST_ME_ENERGYHIT, target = false },
	-- poison
	{ name = "condition", type = CONDITION_POISON, interval = 2000, chance = 16, range = 7, shootEffect = CONST_ANI_POISON, effect = CONST_ME_POISONAREA, target = true },
}

monster.defenses = {
	defense = 20,
	armor = 25,
	--	mitigation = ???,
	{ name = "combat", interval = 2000, chance = 16, type = COMBAT_HEALING, minDamage = 100, maxDamage = 155, effect = CONST_ME_MAGIC_BLUE, target = false },
	{ name = "speed", interval = 2000, chance = 16, speedChange = 360, effect = CONST_ME_MAGIC_RED, target = false, duration = 80000 },
}

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 = 10 },
}

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

mType:register(monster)
