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

monster.description = "an overcharged demon"
monster.experience = 0
monster.outfit = {
	lookType = 35,
	lookHead = 0,
	lookBody = 0,
	lookLegs = 0,
	lookFeet = 0,
	lookAddons = 0,
	lookMount = 0,
}

monster.health = 21500
monster.maxHealth = 21500
monster.race = "fire"
monster.corpse = 0
monster.speed = 128
monster.manaCost = 0

monster.changeTarget = {
	interval = 2000,
	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 = 90,
	targetDistance = 1,
	runHealth = 0,
	healthHidden = false,
	isBlockable = false,
	canWalkOnEnergy = true,
	canWalkOnFire = true,
	canWalkOnPoison = true,
}

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

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

monster.loot = {}

monster.attacks = {
	{ name = "melee", interval = 2000, chance = 100, skill = 70, attack = 130 },
	{ name = "combat", interval = 2000, chance = 13, type = COMBAT_MANADRAIN, minDamage = -60, maxDamage = -120, range = 7, shootEffect = CONST_ANI_SUDDENDEATH, effect = CONST_ME_SMALLCLOUDS, target = false },
	{ name = "combat", interval = 2000, chance = 33, type = COMBAT_FIREDAMAGE, minDamage = -150, maxDamage = -250, range = 7, radius = 7, shootEffect = CONST_ANI_FIRE, effect = CONST_ME_FIREAREA, target = true },
	{ name = "combat", interval = 2000, chance = 25, type = COMBAT_DROWNDAMAGE, minDamage = -350, maxDamage = -450, radius = 7, effect = CONST_ME_LOSEENERGY, target = false },
	{ name = "combat", interval = 2000, chance = 7, type = COMBAT_ENERGYDAMAGE, minDamage = -210, maxDamage = -300, range = 1, radius = 1, shootEffect = CONST_ANI_ENERGY, effect = CONST_ME_ENERGYHIT, target = true },
	{ name = "firefield", interval = 2000, chance = 14, range = 7, radius = 1, shootEffect = CONST_ANI_FIRE, target = true },
	{ name = "demon paralyze", interval = 2000, chance = 10, range = 7, target = false },
	{ name = "combat", interval = 2000, chance = 10, type = COMBAT_LIFEDRAIN, minDamage = -300, maxDamage = -480, length = 8, spread = 0, effect = CONST_ME_PURPLEENERGY, target = false },
}

monster.defenses = {
	defense = 65,
	armor = 40,
	--	mitigation = ???,
	{ name = "combat", interval = 2000, chance = 14, type = COMBAT_HEALING, minDamage = 150, maxDamage = 250, effect = CONST_ME_MAGIC_BLUE, target = false },
	{ name = "speed", interval = 2000, chance = 10, speedChange = 388, effect = CONST_ME_MAGIC_RED, target = false, duration = 4000 },
}

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 = -12 },
	{ type = COMBAT_HOLYDAMAGE, percent = -12 },
	{ type = COMBAT_DEATHDAMAGE, percent = 100 },
}

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

mType:register(monster)
