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

monster.description = "Inky"
monster.experience = 700
monster.outfit = {
	lookType = 46,
	lookHead = 0,
	lookBody = 0,
	lookLegs = 0,
	lookFeet = 0,
	lookAddons = 0,
	lookMount = 0,
}

monster.events = {
	"QuaraLeadersDeath",
}

monster.health = 750
monster.maxHealth = 750
monster.race = "blood"
monster.corpse = 6065
monster.speed = 120
monster.manaCost = 0

monster.changeTarget = {
	interval = 5000,
	chance = 8,
}

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 = true,
	canWalkOnPoison = false,
}

monster.light = {
	level = 2,
	color = 35,
}

monster.voices = {
	interval = 5000,
	chance = 10,
	{ text = "Tssss!", yell = false },
	{ text = "Gaaahhh!", yell = false },
	{ text = "Gluh! Gluh!", yell = false },
	{ text = "Boohaa!", yell = false },
}

monster.loot = {
	{ id = 3031, chance = 12000, maxCount = 13 }, -- gold coin
}

monster.attacks = {
	{ name = "melee", interval = 2000, chance = 100, minDamage = 0, maxDamage = -156, condition = { type = CONDITION_POISON, totalDamage = 2, interval = 4000 } },
	{ name = "combat", interval = 2000, chance = 15, type = COMBAT_LIFEDRAIN, minDamage = 0, maxDamage = -87, radius = 3, effect = CONST_ME_HITAREA, target = false },
	{ name = "combat", interval = 2000, chance = 19, type = COMBAT_ICEDAMAGE, minDamage = 0, maxDamage = -80, radius = 3, shootEffect = CONST_ANI_POISON, effect = CONST_ME_ICEAREA, target = false },
	{ name = "combat", interval = 2000, chance = 7, type = COMBAT_ICEDAMAGE, minDamage = -56, maxDamage = -87, radius = 4, effect = CONST_ME_ICEAREA, target = false },
	{ name = "quara constrictor electrify", interval = 2000, chance = 10, range = 1, target = false },
}

monster.defenses = {
	defense = 15,
	armor = 15,
	mitigation = 0.94,
}

monster.elements = {
	{ type = COMBAT_PHYSICALDAMAGE, percent = 0 },
	{ type = COMBAT_ENERGYDAMAGE, percent = -5 },
	{ type = COMBAT_EARTHDAMAGE, percent = 90 },
	{ type = COMBAT_FIREDAMAGE, percent = 100 },
	{ type = COMBAT_LIFEDRAIN, percent = 0 },
	{ type = COMBAT_MANADRAIN, percent = 0 },
	{ type = COMBAT_DROWNDAMAGE, percent = 100 },
	{ type = COMBAT_ICEDAMAGE, percent = 100 },
	{ 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)
