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

monster.description = "a crimson frog"
monster.experience = 20
monster.outfit = {
	lookType = 226,
	lookHead = 94,
	lookBody = 78,
	lookLegs = 94,
	lookFeet = 78,
	lookAddons = 0,
	lookMount = 0,
}

monster.raceId = 270
monster.Bestiary = {
	class = "Amphibic",
	race = BESTY_RACE_AMPHIBIC,
	toKill = 500,
	FirstUnlock = 25,
	SecondUnlock = 250,
	CharmsPoints = 15,
	Stars = 2,
	Occurrence = 0,
	Locations = "Meriana, Laguna Islands, and other Shattered Isles.",
}

monster.health = 60
monster.maxHealth = 60
monster.race = "blood"
monster.corpse = 6079
monster.speed = 160
monster.manaCost = 305

monster.changeTarget = {
	interval = 4000,
	chance = 0,
}

monster.strategiesTarget = {
	nearest = 100,
}

monster.flags = {
	summonable = true,
	attackable = true,
	hostile = true,
	convinceable = true,
	pushable = false,
	rewardBoss = false,
	illusionable = false,
	canPushItems = false,
	canPushCreatures = false,
	staticAttackChance = 90,
	targetDistance = 1,
	runHealth = 0,
	healthHidden = false,
	isBlockable = false,
	canWalkOnEnergy = false,
	canWalkOnFire = false,
	canWalkOnPoison = true,
}

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

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

monster.loot = {
	{ name = "gold coin", chance = 76000, maxCount = 11 },
	{ name = "worm", chance = 10000 },
}

monster.attacks = {
	{ name = "melee", interval = 2000, chance = 100, minDamage = 0, maxDamage = -24, effect = CONST_ME_DRAWBLOOD },
}

monster.defenses = {
	defense = 5,
	armor = 5,
}

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