local mType = Game.createMonsterType("Desperate White Deer")
local monster = {}

monster.description = "a desperate white deer"
monster.experience = 35
monster.outfit = {
	lookType = 400,
	lookHead = 0,
	lookBody = 0,
	lookLegs = 0,
	lookFeet = 0,
	lookAddons = 0,
	lookMount = 0
}

monster.health = 55
monster.maxHealth = 55
monster.race = "blood"
monster.corpse = 13513
monster.speed = 225
monster.manaCost = 0
monster.maxSummons = 0

monster.changeTarget = {
	interval = 4000,
	chance = 10
}

monster.strategiesTarget = {
	nearest = 100,
}

monster.flags = {
	summonable = false,
	attackable = true,
	hostile = false,
	convinceable = false,
	pushable = true,
	rewardBoss = false,
	illusionable = false,
	canPushItems = false,
	canPushCreatures = false,
	staticAttackChance = 90,
	targetDistance = 1,
	runHealth = 55,
	healthHidden = false,
	isBlockable = false,
	canWalkOnEnergy = false,
	canWalkOnFire = false,
	canWalkOnPoison = false,
	pet = false
}

monster.events = {
	"WhiteDeerScoutsDeath"
}

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

monster.voices = {
	interval = 5000,
	chance = 10,
	{text = "*bell*", yell = false},
	{text = "ROOOAAARR!!", yell = false},
	{text = "*sniff*", yell = false},
	{text = "*wheeze*", yell = false}
}

monster.loot = {
	{name = "ham", chance = 20000, maxCount = 3},
	{name = "white deer antlers", chance = 20000},
	{name = "white deer skin", chance = 20000}
}

monster.attacks = {
}

monster.defenses = {
	defense = 15,
	armor = 15,
	{name ="speed", interval = 2000, chance = 15, speedChange = 400, effect = CONST_ME_MAGIC_RED, target = false, duration = 4000}
}

monster.elements = {
	{type = COMBAT_PHYSICALDAMAGE, percent = 0},
	{type = COMBAT_ENERGYDAMAGE, percent = 0},
	{type = COMBAT_EARTHDAMAGE, percent = 0},
	{type = COMBAT_FIREDAMAGE, percent = 0},
	{type = COMBAT_LIFEDRAIN, percent = 0},
	{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 = false},
	{type = "outfit", condition = false},
	{type = "invisible", condition = false},
	{type = "bleed", condition = false}
}

mType:register(monster)
