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

monster.description = "Abyssador"
monster.experience = 400000
monster.outfit = {
	lookType = 495,
	lookHead = 0,
	lookBody = 0,
	lookLegs = 0,
	lookFeet = 0,
	lookAddons = 0,
	lookMount = 0,
}

monster.events = {
	"BossesWarzoneDeath",
}

monster.bosstiary = {
	bossRaceId = 887,
	bossRace = RARITY_ARCHFOE,
}

monster.health = 340000
monster.maxHealth = 340000
monster.race = "blood"
monster.corpse = 16067
monster.speed = 230
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 = false,
	staticAttackChance = 90,
	targetDistance = 1,
	runHealth = 0,
	healthHidden = false,
	isBlockable = false,
	canWalkOnEnergy = true,
	canWalkOnFire = true,
	canWalkOnPoison = true,
}

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

monster.voices = {
	interval = 5000,
	chance = 10,
	{ text = "*** STEALTH ***", yell = true },
	{ text = "*** TIME ***", yell = true },
	{ text = "*** IMPORTANT ***", yell = true },
	{ text = "*** BRAINS *** SMALL ***", yell = true },
	{ text = "*** DEATH ***", yell = true },
	{ text = "*** FIRE *** HOME *** VICTORY ***", yell = true },
	{ text = "*** EXISTENCE *** FUTILE ***", yell = true },
}

monster.loot = {
	{ id = 16206, chance = 100000 }, -- abyssador's lash
	{ id = 16163, chance = 8333 }, -- crystal crossbow
	{ id = 16161, chance = 7333 }, -- crystalline axe
	{ id = 16175, chance = 5333 }, -- shiny blade
	{ id = 16160, chance = 6666 }, -- crystalline sword
	{ id = 16164, chance = 6263 }, -- mycological bow
	{ id = 16155, chance = 2754 }, -- decorative ribbon
	{ id = 16162, chance = 2754 }, -- mycological mace
}

monster.attacks = {
	{ name = "melee", interval = 3000, chance = 100, skill = 300, attack = 150 },
	-- energy damage
	{ name = "condition", type = CONDITION_ENERGY, interval = 1000, chance = 10, minDamage = -800, maxDamage = -800, radius = 4, shootEffect = CONST_ANI_POISON, effect = CONST_ME_SMALLPLANTS, target = false },
	{ name = "combat", interval = 2000, chance = 20, type = COMBAT_ENERGYDAMAGE, minDamage = -500, maxDamage = -1600, radius = 4, shootEffect = CONST_ANI_ENERGY, effect = CONST_ME_ENERGYHIT, target = false },
	{ name = "abyssador poison wave", interval = 1000, chance = 20, minDamage = -1000, maxDamage = -1800, target = false },
}

monster.defenses = {
	defense = 20,
	armor = 15,
	--	mitigation = ???,
	{ name = "combat", interval = 1000, chance = 1, type = COMBAT_HEALING, minDamage = 0, maxDamage = 300000, effect = CONST_ME_MAGIC_BLUE, target = false },
	{ name = "combat", interval = 5000, chance = 30, type = COMBAT_HEALING, minDamage = 1000, maxDamage = 1000, effect = CONST_ME_MAGIC_BLUE, target = false },
	{ name = "invisible", interval = 2000, chance = 25, effect = CONST_ME_MAGIC_BLUE },
}

monster.elements = {
	{ type = COMBAT_PHYSICALDAMAGE, percent = 0 },
	{ type = COMBAT_ENERGYDAMAGE, percent = 15 },
	{ type = COMBAT_EARTHDAMAGE, percent = 100 },
	{ type = COMBAT_FIREDAMAGE, percent = 15 },
	{ type = COMBAT_LIFEDRAIN, percent = 0 },
	{ type = COMBAT_MANADRAIN, percent = 0 },
	{ type = COMBAT_DROWNDAMAGE, percent = 0 },
	{ type = COMBAT_ICEDAMAGE, percent = 15 },
	{ type = COMBAT_HOLYDAMAGE, percent = 0 },
	{ type = COMBAT_DEATHDAMAGE, percent = 15 },
}

monster.immunities = {
	{ type = "paralyze", condition = true },
	{ type = "outfit", condition = false },
	{ type = "invisible", condition = true },
	{ type = "bleed", condition = false },
}

mType:register(monster)
