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

monster.description = "a dragonling"
monster.experience = 2200
monster.outfit = {
	lookType = 505,
	lookHead = 0,
	lookBody = 0,
	lookLegs = 0,
	lookFeet = 0,
	lookAddons = 0,
	lookMount = 0,
}

monster.raceId = 894
monster.Bestiary = {
	class = "Magical",
	race = BESTY_RACE_MAGICAL,
	toKill = 1000,
	FirstUnlock = 50,
	SecondUnlock = 500,
	CharmsPoints = 25,
	Stars = 3,
	Occurrence = 1,
	Locations = "Fury Dungeon and Goroma volcano (surface floor, inner volcano) only during the \z
		Fire from the Earth Mini World Change.",
}

monster.health = 2600
monster.maxHealth = 2600
monster.race = "blood"
monster.corpse = 16144
monster.speed = 230
monster.manaCost = 0

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

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 = 70,
	targetDistance = 1,
	runHealth = 900,
	healthHidden = false,
	isBlockable = false,
	canWalkOnEnergy = true,
	canWalkOnFire = true,
	canWalkOnPoison = true,
	isPreyExclusive = true,
}

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

monster.voices = {
	interval = 5000,
	chance = 10,
	{ text = "FI?", yell = true },
	{ text = "FCHHHHH", yell = true },
	{ text = "SQUAWK!", yell = true },
	{ text = "FIYAH", yell = true },
}

monster.loot = {
	{ name = "gold coin", chance = 37500, maxCount = 100 },
	{ name = "gold coin", chance = 37500, maxCount = 100 },
	{ name = "gold coin", chance = 37500, maxCount = 27 },
	{ name = "strong health potion", chance = 24480, maxCount = 2 },
	{ name = "strong mana potion", chance = 16900, maxCount = 2 },
	{ name = "blazing bone", chance = 12410 },
}

monster.attacks = {
	{ name = "melee", interval = 2000, chance = 100, minDamage = 0, maxDamage = -210 },
	{ name = "dragonling wave", interval = 2000, chance = 10, minDamage = -120, maxDamage = -250, target = false },
	{ name = "combat", interval = 2000, chance = 20, type = COMBAT_ENERGYDAMAGE, minDamage = -115, maxDamage = -180, radius = 3, effect = CONST_ME_PURPLEENERGY, target = false },
	{ name = "combat", interval = 2000, chance = 20, type = COMBAT_FIREDAMAGE, minDamage = -95, maxDamage = -150, radius = 3, effect = CONST_ME_EXPLOSIONHIT, target = false },
	{ name = "speed", interval = 2000, chance = 15, speedChange = -700, radius = 1, shootEffect = CONST_ANI_EXPLOSION, effect = CONST_ME_STUN, target = true, duration = 16000 },
}

monster.defenses = {
	defense = 25,
	armor = 58,
	mitigation = 1.46,
	{ name = "combat", interval = 2000, chance = 15, type = COMBAT_HEALING, minDamage = 100, maxDamage = 200, effect = CONST_ME_MAGIC_BLUE, target = false },
}

monster.elements = {
	{ type = COMBAT_PHYSICALDAMAGE, percent = -5 },
	{ type = COMBAT_ENERGYDAMAGE, percent = 5 },
	{ type = COMBAT_EARTHDAMAGE, percent = -10 },
	{ type = COMBAT_FIREDAMAGE, percent = 100 },
	{ type = COMBAT_LIFEDRAIN, percent = 0 },
	{ type = COMBAT_MANADRAIN, percent = 0 },
	{ type = COMBAT_DROWNDAMAGE, percent = 0 },
	{ type = COMBAT_ICEDAMAGE, percent = 5 },
	{ 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)
