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

monster.description = "an animated clomp"
monster.experience = 475
monster.outfit = {
	lookType = 860,
	lookHead = 0,
	lookBody = 0,
	lookLegs = 0,
	lookFeet = 0,
	lookAddons = 0,
	lookMount = 0,
}

monster.health = 900
monster.maxHealth = 900
monster.race = "blood"
monster.corpse = 22742
monster.speed = 0
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 = 90,
	targetDistance = 1,
	runHealth = 300,
	healthHidden = false,
	isBlockable = false,
	canWalkOnEnergy = true,
	canWalkOnFire = true,
	canWalkOnPoison = true,
}

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

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

monster.loot = {
	{ id = 3031, chance = 92000, maxCount = 130 }, -- gold coin
	{ id = 22186, chance = 2200 }, -- raw meat
	{ id = 5925, chance = 1200, maxCount = 2 }, -- hardened bone
	{ id = 10307, chance = 900 }, -- thick fur
	{ id = 3443, chance = 400 }, -- tusk shield
	{ id = 7432, chance = 200 }, -- furry club
}

monster.attacks = {
	{ name = "melee", interval = 2000, chance = 100, minDamage = 40, maxDamage = -289, condition = { type = CONDITION_FIRE, totalDamage = 6, interval = 9000 } },
}

monster.defenses = {
	defense = 20,
	armor = 20,
	--	mitigation = ???,
	{ name = "combat", interval = 2000, chance = 10, type = COMBAT_HEALING, minDamage = 80, maxDamage = 95, effect = CONST_ME_MAGIC_BLUE, target = false },
}

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

mType:register(monster)
