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

monster.description = "Boogey"
monster.experience = 475
monster.outfit = {
	lookType = 300,
	lookHead = 0,
	lookBody = 0,
	lookLegs = 0,
	lookFeet = 0,
	lookAddons = 0,
	lookMount = 0,
}

monster.bosstiary = {
	bossRaceId = 567,
	bossRace = RARITY_BANE,
}

monster.health = 930
monster.maxHealth = 930
monster.race = "undead"
monster.corpse = 8127
monster.speed = 200
monster.manaCost = 0

monster.changeTarget = {
	interval = 5000,
	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 = 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.summon = {
	maxSummons = 2,
	summons = {
		{ name = "Demon Skeleton", chance = 40, interval = 4000, count = 2 },
	},
}

monster.voices = {
	interval = 5000,
	chance = 10,
	{ text = "Since you didn't eat your spinach Bogey comes to get you!", yell = false },
	{ text = "Too bad you did not eat your lunch, now I have to punish you!", yell = false },
	{ text = "Even if you beat me, I'll hide in your closet until you one day drop your guard!", yell = false },
	{ text = "You better had believe in me!", yell = false },
	{ text = "I'll take you into the darkness ... forever!", yell = false },
}

monster.loot = {
	{ id = 9379, chance = 1000 }, -- heavy metal t-shirt
	{ id = 9385, chance = 1000 }, -- club of the fury
	{ id = 9384, chance = 1000 }, -- scythe of the reaper
	{ id = 9378, chance = 1000 }, -- musician's bow
}

monster.attacks = {
	{ name = "melee", interval = 1200, chance = 100, minDamage = 0, maxDamage = -120 },
	{ name = "combat", interval = 1500, chance = 30, type = COMBAT_PHYSICALDAMAGE, minDamage = 0, maxDamage = -30, range = 7, shootEffect = CONST_ANI_SUDDENDEATH, effect = CONST_ME_MORTAREA, target = false },
	{ name = "combat", interval = 1500, chance = 30, type = COMBAT_DEATHDAMAGE, minDamage = -12, maxDamage = -20, range = 7, radius = 4, shootEffect = CONST_ANI_FIRE, effect = CONST_ME_FIREAREA, target = true },
	{ name = "combat", interval = 1500, chance = 40, type = COMBAT_PHYSICALDAMAGE, minDamage = -20, maxDamage = -30, effect = CONST_ME_MORTAREA, target = false },
}

monster.defenses = {
	defense = 30,
	armor = 30,
	mitigation = 0.40,
	{ name = "combat", interval = 2000, chance = 25, type = COMBAT_HEALING, minDamage = 80, maxDamage = 120, effect = CONST_ME_MAGIC_BLUE, target = false },
}

monster.elements = {
	{ type = COMBAT_PHYSICALDAMAGE, percent = 0 },
	{ type = COMBAT_ENERGYDAMAGE, percent = -10 },
	{ type = COMBAT_EARTHDAMAGE, percent = 40 },
	{ type = COMBAT_FIREDAMAGE, percent = -10 },
	{ type = COMBAT_LIFEDRAIN, percent = 100 },
	{ type = COMBAT_MANADRAIN, percent = 0 },
	{ type = COMBAT_DROWNDAMAGE, percent = 100 },
	{ type = COMBAT_ICEDAMAGE, percent = 25 },
	{ type = COMBAT_HOLYDAMAGE, percent = -10 },
	{ 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)
