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

monster.description = "a glooth powered minotaur"
monster.experience = 2600
monster.outfit = {
	lookType = 607,
	lookHead = 0,
	lookBody = 0,
	lookLegs = 0,
	lookFeet = 0,
	lookAddons = 0,
	lookMount = 0,
}

monster.health = 3200
monster.maxHealth = 3200
monster.race = "blood"
monster.corpse = 20996
monster.speed = 100
monster.manaCost = 0

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

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 = false,
	canWalkOnFire = false,
	canWalkOnPoison = false,
}

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

monster.voices = {
	interval = 5000,
	chance = 10,
	{ text = "POOOWEEER!", yell = true },
}

monster.loot = {}

monster.attacks = {
	{ name = "melee", interval = 2000, chance = 100, minDamage = 0, maxDamage = -290 },
	{ name = "combat", interval = 2000, chance = 15, type = COMBAT_PHYSICALDAMAGE, minDamage = 0, maxDamage = -200, radius = 3, effect = CONST_ME_HITAREA, target = false },
	{ name = "combat", interval = 2000, chance = 15, type = COMBAT_LIFEDRAIN, minDamage = -100, maxDamage = -225, range = 7, radius = 4, effect = CONST_ME_MAGIC_RED, target = true },
}

monster.defenses = {
	defense = 45,
	armor = 40,
	--	mitigation = ???,
	{ name = "combat", interval = 4000, chance = 15, type = COMBAT_HEALING, minDamage = 50, maxDamage = 145, effect = CONST_ME_MAGIC_BLUE, target = false },
}

monster.elements = {
	{ type = COMBAT_PHYSICALDAMAGE, percent = 95 },
	{ type = COMBAT_ENERGYDAMAGE, percent = 95 },
	{ type = COMBAT_EARTHDAMAGE, percent = 95 },
	{ type = COMBAT_FIREDAMAGE, percent = 95 },
	{ type = COMBAT_LIFEDRAIN, percent = 0 },
	{ type = COMBAT_MANADRAIN, percent = 0 },
	{ type = COMBAT_DROWNDAMAGE, percent = 0 },
	{ type = COMBAT_ICEDAMAGE, percent = 95 },
	{ type = COMBAT_HOLYDAMAGE, percent = 95 },
	{ type = COMBAT_DEATHDAMAGE, percent = 95 },
}

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

mType:register(monster)
