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

monster.description = "a starving wolf"
monster.experience = 65
monster.outfit = {
	lookType = 27,
	lookHead = 20,
	lookBody = 30,
	lookLegs = 40,
	lookFeet = 50,
	lookAddons = 0,
	lookMount = 0
}

monster.raceId = 723
monster.Bestiary = {
	class = "Mammal",
	race = BESTY_RACE_MAMMAL,
	toKill = 500,
	FirstUnlock = 25,
	SecondUnlock = 250,
	CharmsPoints = 15,
	Stars = 2,
	Occurrence = 2,
	Locations = "East, west and south-west of the Femor Hills."
	}

monster.health = 85
monster.maxHealth = 85
monster.race = "blood"
monster.corpse = 5968
monster.speed = 188
monster.manaCost = 0
monster.maxSummons = 0

monster.changeTarget = {
	interval = 4000,
	chance = 0
}

monster.strategiesTarget = {
	nearest = 100,
}

monster.flags = {
	summonable = false,
	attackable = true,
	hostile = true,
	convinceable = false,
	pushable = true,
	rewardBoss = false,
	illusionable = true,
	canPushItems = false,
	canPushCreatures = false,
	staticAttackChance = 90,
	targetDistance = 1,
	runHealth = 8,
	healthHidden = false,
	isBlockable = false,
	canWalkOnEnergy = false,
	canWalkOnFire = false,
	canWalkOnPoison = false,
	pet = false
}

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

monster.voices = {
	interval = 5000,
	chance = 10,
	{text = "Gaarrrrrr", yell = false},
	{text = "Gnoorrr", yell = false},
	{text = "Yoooohhuuuu!", yell = false}
}

monster.loot = {
	{id = 220, chance = 64730},
	{name = "meat", chance = 5300, maxCount = 2},
	{name = "wolf paw", chance = 1430}
}

monster.attacks = {
	{name ="melee", interval = 2000, chance = 100, minDamage = 0, maxDamage = -25}
}

monster.defenses = {
	defense = 10,
	armor = 10,
	{name ="effect", interval = 2000, chance = 10, radius = 1, effect = CONST_ME_YELLOW_RINGS, target = false}
}

monster.elements = {
	{type = COMBAT_PHYSICALDAMAGE, percent = -30},
	{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 = true},
	{type = "bleed", condition = false}
}

mType:register(monster)
