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

monster.description = "Verminor"
monster.experience = 35000
monster.outfit = {
	lookType = 12,
	lookHead = 38,
	lookBody = 114,
	lookLegs = 0,
	lookFeet = 94,
	lookAddons = 0,
	lookMount = 0
}

monster.health = 80000
monster.maxHealth = 80000
monster.race = "fire"
monster.corpse = 6068
monster.speed = 380
monster.manaCost = 0

monster.changeTarget = {
	interval = 5000,
	chance = 20
}

monster.strategiesTarget = {
	nearest = 70,
	health = 10,
	damage = 10,
	random = 10,
}

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

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

monster.voices = {
	interval = 5000,
	chance = 10,
	{text = "BOW TO THE POWER OF THE RUTHLESS SEVEN!", yell = true},
	{text = "DESTRUCTION!", yell = true},
	{text = "CHAOS!", yell = true},
	{text = "DEATH TO ALL!", yell = true}
}

monster.loot = {
	{id = 3025, chance = 3500}, -- ancient amulet
	{id = 3116, chance = 9000}, -- big bone
	{id = 3027, chance = 15000, maxCount = 15}, -- black pearl
	{id = 3041, chance = 1500}, -- blue gem
	{id = 3079, chance = 4000}, -- boots of haste
	{id = 3076, chance = 2500}, -- crystal ball
	{id = 3008, chance = 1500}, -- crystal necklace
	{id = 3007, chance = 5500}, -- crystal ring
	{id = 3420, chance = 15500}, -- demon shield
	{id = 3356, chance = 11000}, -- devil helmet
	{id = 3275, chance = 20000}, -- double axe
	{id = 3322, chance = 4500}, -- dragon hammer
	{id = 3051, chance = 13500}, -- energy ring
	{id = 3320, chance = 17000}, -- fire axe
	{id = 3281, chance = 12500}, -- giant sword
	{id = 3031, chance = 99900, maxCount = 100}, -- gold coin
	{id = 3031, chance = 88800, maxCount = 100}, -- gold coin
	{id = 3031, chance = 77700, maxCount = 100}, -- gold coin
	{id = 3031, chance = 66600, maxCount = 100}, -- gold coin
	{id = 3063, chance = 8000}, -- gold ring
	{id = 3364, chance = 5000}, -- golden legs
	{id = 2903, chance = 7500}, -- golden mug
	{id = 3306, chance = 4500}, -- golden sickle
	{id = 3038, chance = 1500}, -- green gem
	{id = 3284, chance = 7500}, -- ice rapier
	{id = 3061, chance = 1000}, -- life crystal
	{id = 3046, chance = 11500}, -- magic light wand
	{id = 3366, chance = 3000}, -- magic plate armor
	{id = 3414, chance = 7500}, -- mastermind shield
	{id = 3048, chance = 5000}, -- might ring
	{id = 3062, chance = 4000}, -- mind stone
	{id = 3070, chance = 3500}, -- moonlight rod
	{id = 3060, chance = 12000}, -- orb
	{id = 3055, chance = 4500}, -- platinum amulet
	{id = 3084, chance = 4500}, -- protection amulet
	{id = 2848, chance = 2600}, -- purple tome
	{id = 3098, chance = 13000}, -- ring of healing
	{id = 3006, chance = 3500}, -- ring of the sky
	{id = 3054, chance = 13000}, -- silver amulet
	{id = 3290, chance = 15500}, -- silver dagger
	{id = 3324, chance = 5000}, -- skull staff
	{id = 3033, chance = 13500, maxCount = 20}, -- small amethyst
	{id = 3028, chance = 9500, maxCount = 5}, -- small diamond
	{id = 3032, chance = 15500, maxCount = 10}, -- small emerald
	{id = 3029, chance = 13500, maxCount = 10}, -- small sapphire
	{id = 3066, chance = 3500}, -- snakebite rod
	{id = 3049, chance = 9500}, -- stealth ring
	{id = 3081, chance = 4000}, -- stone skin amulet
	{id = 3058, chance = 2500}, -- strange symbol
	{id = 3034, chance = 14000, maxCount = 7}, -- talon
	{id = 2993, chance = 14500}, -- teddy bear
	{id = 3309, chance = 13500}, -- thunder hammer
	{id = 3265, chance = 20000}, -- two handed sword
	{id = 3069, chance = 3500}, -- necrotic rod
	{id = 3002, chance = 100}, -- voodoo doll
	{id = 3072, chance = 2500}, -- wand of decay
	{id = 3026, chance = 12500, maxCount = 15} -- white pearl
}

monster.attacks = {
	{name ="melee", interval = 2000, chance = 100, skill = 230, attack = 210},
	{name ="combat", interval = 1000, chance = 8, type = COMBAT_DEATHDAMAGE, minDamage = -800, maxDamage = -1900, radius = 9, effect = CONST_ME_MORTAREA, target = false},
	{name ="speed", interval = 1000, chance = 12, speedChange = -850, radius = 6, effect = CONST_ME_POISONAREA, target = false, duration = 60000},
	{name ="strength", interval = 1000, chance = 10, minDamage = -600, maxDamage = -1450, radius = 5, effect = CONST_ME_HITAREA, target = false},
	{name ="combat", interval = 3000, chance = 13, type = COMBAT_FIREDAMAGE, minDamage = -300, maxDamage = -800, range = 7, radius = 7, shootEffect = CONST_ANI_FIRE, effect = CONST_ME_FIREAREA, target = true},
	{name ="combat", interval = 3000, chance = 8, type = COMBAT_MANADRAIN, minDamage = -600, maxDamage = -700, radius = 10, effect = CONST_ME_ENERGYAREA, target = false},
	{name ="combat", interval = 2000, chance = 9, type = COMBAT_ENERGYDAMAGE, minDamage = -400, maxDamage = -800, length = 8, spread = 3, effect = CONST_ME_MAGIC_RED, target = false},
	-- poison
	{name ="condition", type = CONDITION_POISON, interval = 5000, chance = 18, minDamage = -800, maxDamage = -1000, effect = CONST_ME_HITBYPOISON, target = false},
	{name ="combat", interval = 2000, chance = 6, type = COMBAT_LIFEDRAIN, minDamage = -600, maxDamage = -1200, radius = 14, effect = CONST_ME_MAGIC_GREEN, target = false}
}

monster.defenses = {
	defense = 145,
	armor = 188,
	{name ="combat", interval = 1000, chance = 15, type = COMBAT_HEALING, minDamage = 1000, maxDamage = 3000, effect = CONST_ME_MAGIC_BLUE, target = false},
	{name ="speed", interval = 2000, chance = 8, speedChange = 480, effect = CONST_ME_MAGIC_RED, target = false, duration = 6000}
}

monster.elements = {
	{type = COMBAT_PHYSICALDAMAGE, percent = 0},
	{type = COMBAT_ENERGYDAMAGE, percent = 100},
	{type = COMBAT_EARTHDAMAGE, percent = 100},
	{type = COMBAT_FIREDAMAGE, percent = 100},
	{type = COMBAT_LIFEDRAIN, percent = 100},
	{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.onThink = function(monster, interval)
end

mType.onAppear = function(monster, creature)
	if monster:getType():isRewardBoss() then
		monster:setReward(true)
	end
end

mType.onDisappear = function(monster, creature)
end

mType.onMove = function(monster, creature, fromPosition, toPosition)
end

mType.onSay = function(monster, creature, type, message)
end

mType:register(monster)
