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

monster.description = "the Blightfather"
monster.experience = 400
monster.outfit = {
	lookType = 348,
	lookHead = 0,
	lookBody = 0,
	lookLegs = 0,
	lookFeet = 0,
	lookAddons = 0,
	lookMount = 0
}

monster.health = 400
monster.maxHealth = 400
monster.race = "venom"
monster.corpse = 10458
monster.speed = 290
monster.manaCost = 0

monster.changeTarget = {
	interval = 5000,
	chance = 12
}

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 = 80,
	healthHidden = false,
	isBlockable = false,
	canWalkOnEnergy = false,
	canWalkOnFire = false,
	canWalkOnPoison = false
}

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

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

monster.loot = {
	{id = 3031, chance = 2000, maxCount = 61}, -- gold coin
	{id = 3031, chance = 2000, maxCount = 60}, -- gold coin
	{id = 9692, chance = 17500}, -- lump of dirt
	{id = 9640, chance = 12500}, -- poisonous slime
	{id = 10455, chance = 7000}, -- lancer beetle shell
	{id = 10457, chance = 400}, -- beetle necklace
	{id = 3033, chance = 800} -- small amethyst
}

monster.attacks = {
	{name ="melee", interval = 2000, chance = 100, skill = 40, attack = 80}
}

monster.defenses = {
	defense = 25,
	armor = 25,
	{name ="invisible", interval = 1000, chance = 10, effect = CONST_ME_MAGIC_RED}
}

monster.elements = {
	{type = COMBAT_PHYSICALDAMAGE, percent = 0},
	{type = COMBAT_ENERGYDAMAGE, percent = 0},
	{type = COMBAT_EARTHDAMAGE, percent = 100},
	{type = COMBAT_FIREDAMAGE, percent = -10},
	{type = COMBAT_LIFEDRAIN, percent = 100},
	{type = COMBAT_MANADRAIN, percent = 0},
	{type = COMBAT_DROWNDAMAGE, percent = 0},
	{type = COMBAT_ICEDAMAGE, percent = -5},
	{type = COMBAT_HOLYDAMAGE , percent = 0},
	{type = COMBAT_DEATHDAMAGE , percent = 50}
}

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)
