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

monster.description = "a crocodile"
monster.experience = 40
monster.outfit = {
	lookType = 119,
	lookHead = 0,
	lookBody = 0,
	lookLegs = 0,
	lookFeet = 0,
	lookAddons = 0,
	lookMount = 0,
}

monster.raceId = 119
monster.Bestiary = {
	class = "Reptile",
	race = BESTY_RACE_REPTILE,
	toKill = 500,
	FirstUnlock = 25,
	SecondUnlock = 250,
	CharmsPoints = 15,
	Stars = 2,
	Occurrence = 0,
	Locations = "In the crocodile cave and the jungle east of Port Hope as well as the swamp to the north, \z
		Fenrock, Arena and Zoo Quarter, Trade Quarter, Talahu, also located on Meriana and Laguna Islands.",
}

monster.health = 105
monster.maxHealth = 105
monster.race = "blood"
monster.corpse = 6046
monster.speed = 78
monster.manaCost = 350

monster.changeTarget = {
	interval = 5000,
	chance = 0,
}

monster.strategiesTarget = {
	nearest = 70,
	damage = 30,
}

monster.flags = {
	summonable = true,
	attackable = true,
	hostile = true,
	convinceable = true,
	pushable = false,
	rewardBoss = false,
	illusionable = true,
	canPushItems = true,
	canPushCreatures = true,
	staticAttackChance = 90,
	targetDistance = 1,
	runHealth = 10,
	healthHidden = false,
	isBlockable = false,
	canWalkOnEnergy = false,
	canWalkOnFire = false,
	canWalkOnPoison = false,
}

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

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

monster.loot = {
	{ name = "gold coin", chance = 50000, maxCount = 10 },
	{ name = "ham", chance = 40000 },
	{ name = "crocodile boots", chance = 100 },
	{ name = "piece of crocodile leather", chance = 20180 },
}

monster.attacks = {
	{ name = "melee", interval = 2000, chance = 100, minDamage = 0, maxDamage = -40 },
}

monster.defenses = {
	defense = 15,
	armor = 13,
	mitigation = 0.13,
}

monster.elements = {
	{ type = COMBAT_PHYSICALDAMAGE, percent = -10 },
	{ type = COMBAT_ENERGYDAMAGE, percent = -5 },
	{ type = COMBAT_EARTHDAMAGE, percent = 20 },
	{ type = COMBAT_FIREDAMAGE, percent = -10 },
	{ type = COMBAT_LIFEDRAIN, percent = 0 },
	{ type = COMBAT_MANADRAIN, percent = 0 },
	{ type = COMBAT_DROWNDAMAGE, percent = 0 },
	{ type = COMBAT_ICEDAMAGE, percent = 10 },
	{ 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)
