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

monster.description = "a dromedary"
monster.experience = 0
monster.outfit = {
	lookType = 404,
	lookHead = 0,
	lookBody = 0,
	lookLegs = 0,
	lookFeet = 0,
	lookAddons = 0,
	lookMount = 0,
}

monster.raceId = 733
monster.Bestiary = {
	class = "Mammal",
	race = BESTY_RACE_MAMMAL,
	toKill = 250,
	FirstUnlock = 10,
	SecondUnlock = 100,
	CharmsPoints = 5,
	Stars = 1,
	Occurrence = 0,
	Locations = "Ankrahmun near the way to Darashia, Ankrahmun near sea, around Darashia, Issavi.",
}

monster.health = 45
monster.maxHealth = 45
monster.race = "blood"
monster.corpse = 12539
monster.speed = 57
monster.manaCost = 0

monster.changeTarget = {
	interval = 4000,
	chance = 20,
}

monster.strategiesTarget = {
	nearest = 100,
}

monster.flags = {
	summonable = false,
	attackable = true,
	hostile = false,
	convinceable = false,
	pushable = true,
	rewardBoss = false,
	illusionable = true,
	canPushItems = false,
	canPushCreatures = false,
	staticAttackChance = 90,
	targetDistance = 4,
	runHealth = 45,
	healthHidden = false,
	isBlockable = false,
	canWalkOnEnergy = false,
	canWalkOnFire = false,
	canWalkOnPoison = false,
	isPreyExclusive = true,
}

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

monster.voices = {
	interval = 5000,
	chance = 10,
	{ text = "Snort", yell = false },
	{ text = "Grunt!", yell = false },
}

monster.loot = {
	{ name = "meat", chance = 36000, maxCount = 2 },
}

monster.attacks = {
	{ name = "melee", interval = 2000, chance = 100, minDamage = 0, maxDamage = -8 },
	{ name = "drunk", interval = 4000, chance = 5, range = 1, shootEffect = CONST_ANI_EXPLOSION, effect = CONST_ME_STUN, target = true, duration = 6000 },
}

monster.defenses = {
	defense = 5,
	armor = 4,
	mitigation = 0.15,
}

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

mType:register(monster)
