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

monster.description = "a minotaur poacher"
monster.experience = 55
monster.outfit = {
	lookType = 24,
	lookHead = 0,
	lookBody = 0,
	lookLegs = 0,
	lookFeet = 0,
	lookAddons = 0,
	lookMount = 0,
}

monster.health = 160
monster.maxHealth = 160
monster.race = "blood"
monster.corpse = 5982
monster.speed = 80
monster.manaCost = 390

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

monster.strategiesTarget = {
	nearest = 100,
}

monster.flags = {
	summonable = true,
	attackable = true,
	hostile = true,
	convinceable = true,
	pushable = false,
	rewardBoss = false,
	illusionable = true,
	canPushItems = true,
	canPushCreatures = false,
	staticAttackChance = 90,
	targetDistance = 4,
	runHealth = 10,
	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 = 100000, maxCount = 28 },
	{ name = "bolt", chance = 60660, maxCount = 18 },
	{ name = "piercing bolt", chance = 60660, maxCount = 4 },
	{ name = "broken crossbow", chance = 19400 },
	{ name = "chain armor", chance = 9840 },
	{ name = "studded armor", chance = 4920 },
	{ name = "meat", chance = 3280 },
	{ name = "minotaur leather", chance = 1400 },
	{ name = "crossbow", chance = 710 },
	{ name = "minotaur horn", chance = 710 },
}

monster.attacks = {
	{ name = "melee", interval = 2000, chance = 100, minDamage = 0, maxDamage = -15 },
	{ name = "combat", interval = 2000, chance = 40, type = COMBAT_PHYSICALDAMAGE, minDamage = 0, maxDamage = -20, range = 7, shootEffect = CONST_ANI_BOLT, target = false },
}

monster.defenses = {
	defense = 5,
	armor = 6,
	mitigation = 0.30,
}

monster.elements = {
	{ type = COMBAT_PHYSICALDAMAGE, percent = 0 },
	{ type = COMBAT_ENERGYDAMAGE, percent = 20 },
	{ type = COMBAT_EARTHDAMAGE, percent = 20 },
	{ type = COMBAT_FIREDAMAGE, percent = 20 },
	{ 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)
