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

monster.description = "a corrupted soul"
monster.experience = 1300
monster.outfit = {
	lookType = 355,
	lookHead = 0,
	lookBody = 0,
	lookLegs = 0,
	lookFeet = 0,
	lookAddons = 0,
	lookMount = 0,
}

monster.health = 1100
monster.maxHealth = 1100
monster.race = "undead"
monster.corpse = 0
monster.speed = 105
monster.manaCost = 0

monster.changeTarget = {
	interval = 2000,
	chance = 5,
}

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.events = {
	"CorruptedSoul",
}

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

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

monster.loot = {}

monster.attacks = {
	{ name = "melee", interval = 2000, chance = 100, skill = 60, attack = 60 },
	{ name = "souleater drown", interval = 2000, chance = 9, target = false },
	{ name = "combat", interval = 2000, chance = 8, type = COMBAT_ICEDAMAGE, minDamage = -50, maxDamage = -100, radius = 1, shootEffect = CONST_ANI_ICE, effect = CONST_ME_ICEATTACK, target = true },
	{ name = "combat", interval = 2000, chance = 14, type = COMBAT_LIFEDRAIN, minDamage = -10, maxDamage = -60, radius = 4, effect = CONST_ME_MAGIC_RED, target = false },
	{ name = "souleater wave", interval = 2000, chance = 12, minDamage = -100, maxDamage = -210, target = false },
}

monster.defenses = {
	defense = 20,
	armor = 25,
	mitigation = 0.51,
	{ name = "invisible", interval = 2000, chance = 12, effect = CONST_ME_POFF },
	{ name = "combat", interval = 2000, chance = 16, type = COMBAT_HEALING, minDamage = 130, maxDamage = 205, effect = CONST_ME_MAGIC_RED, target = false },
}

monster.elements = {
	{ type = COMBAT_PHYSICALDAMAGE, percent = 0 },
	{ type = COMBAT_ENERGYDAMAGE, percent = 0 },
	{ type = COMBAT_EARTHDAMAGE, percent = 1 },
	{ 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)
