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

monster.description = "a zamulosh"
monster.experience = 50000
monster.outfit = {
	lookType = 862,
	lookHead = 17,
	lookBody = 12,
	lookLegs = 73,
	lookFeet = 92,
	lookAddons = 0,
	lookMount = 0
}

monster.health = 20000
monster.maxHealth = 20000
monster.race = "blood"
monster.corpse = 8062
monster.speed = 235
monster.manaCost = 200
monster.maxSummons = 0

monster.changeTarget = {
	interval = 2000,
	chance = 10
}

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

monster.flags = {
	summonable = true,
	attackable = true,
	hostile = true,
	convinceable = true,
	pushable = false,
	rewardBoss = true,
	illusionable = false,
	canPushItems = true,
	canPushCreatures = true,
	staticAttackChance = 95,
	targetDistance = 1,
	runHealth = 0,
	healthHidden = false,
	isBlockable = false,
	canWalkOnEnergy = false,
	canWalkOnFire = false,
	canWalkOnPoison = false,
	pet = false
}

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

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

monster.loot = {
}

monster.attacks = {
	{name ="melee", interval = 2000, chance = 100, skill = 100, attack = 150},
	{name ="combat", interval = 1000, chance = 7, type = COMBAT_MANADRAIN, minDamage = -100, maxDamage = -300, range = 7, shootEffect = CONST_ANI_ENERGY, effect = CONST_ME_POFF, target = false},
	{name ="drunk", interval = 1000, chance = 7, range = 7, shootEffect = CONST_ANI_ENERGY, effect = CONST_ME_ENERGYAREA, target = false},
	{name ="strength", interval = 1000, chance = 9, range = 7, shootEffect = CONST_ANI_LARGEROCK, effect = CONST_ME_ENERGYAREA, target = false},
	{name ="combat", interval = 1000, chance = 13, type = COMBAT_LIFEDRAIN, minDamage = -50, maxDamage = -100, radius = 8, effect = CONST_ME_LOSEENERGY, target = false},
	{name ="combat", interval = 1000, chance = 10, type = COMBAT_MANADRAIN, minDamage = -50, maxDamage = -100, radius = 8, effect = CONST_ME_MAGIC_GREEN, target = false},
	{name ="speed", interval = 1000, chance = 12, speedChange = -1900, radius = 6, effect = CONST_ME_POISONAREA, target = false, duration = 60000},
	{name ="strength", interval = 1000, chance = 8, radius = 5, effect = CONST_ME_HITAREA, target = false},
	{name ="combat", interval = 1000, chance = 34, type = COMBAT_FIREDAMAGE, minDamage = -100, maxDamage = -300, range = 7, radius = 7, shootEffect = CONST_ANI_FIRE, effect = CONST_ME_FIREAREA, target = true},
	{name ="combat", interval = 1000, chance = 15, type = COMBAT_LIFEDRAIN, minDamage = -100, maxDamage = -250, length = 8, spread = 3, effect = CONST_ME_MAGIC_RED, target = false}
}

monster.defenses = {
	defense = 160,
	armor = 160,
	{name ="combat", interval = 1000, chance = 25, type = COMBAT_HEALING, minDamage = 2000, maxDamage = 3000, effect = CONST_ME_MAGIC_BLUE, target = false},
	{name ="speed", interval = 1000, chance = 8, speedChange = 1901, effect = CONST_ME_MAGIC_RED, target = false, duration = 5000},
	{name ="invisible", interval = 1000, chance = 17, effect = CONST_ME_MAGIC_BLUE}
}

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)
