local mType = Game.createMonsterType("Quara Hydromancer Scout")
local monster = {}

monster.description = "a quara hydromancer scout"
monster.experience = 800
monster.outfit = {
	lookType = 47,
	lookHead = 0,
	lookBody = 0,
	lookLegs = 0,
	lookFeet = 0,
	lookAddons = 0,
	lookMount = 0
}

monster.raceId = 244
monster.Bestiary = {
	class = "Aquatic",
	race = BESTY_RACE_AQUATIC,
	toKill = 1000,
	FirstUnlock = 50,
	SecondUnlock = 500,
	CharmsPoints = 25,
	Stars = 3,
	Occurrence = 0,
	Locations = "Malada, Hrodmir Quara Scout Caves, Quara Grotto, Oramond."
	}

monster.health = 1100
monster.maxHealth = 1100
monster.race = "undead"
monster.corpse = 6066
monster.speed = 190
monster.manaCost = 0

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

monster.strategiesTarget = {
	nearest = 100,
}

monster.flags = {
	summonable = false,
	attackable = true,
	hostile = true,
	convinceable = false,
	pushable = false,
	rewardBoss = false,
	illusionable = false,
	canPushItems = true,
	canPushCreatures = true,
	staticAttackChance = 90,
	targetDistance = 1,
	runHealth = 0,
	healthHidden = false,
	isBlockable = false,
	canWalkOnEnergy = false,
	canWalkOnFire = true,
	canWalkOnPoison = false
}

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

monster.voices = {
	interval = 5000,
	chance = 10,
	{text = "Qua hah tsh!", yell = false},
	{text = "Teech tsha tshul!", yell = false},
	{text = "Quara tsha Fach!", yell = false},
	{text = "Tssssha Quara!", yell = false},
	{text = "Blubber.", yell = false},
	{text = "Blup.", yell = false}
}

monster.loot = {
	{name = "gold coin", chance = 40000, maxCount = 90},
	{name = "gold coin", chance = 49000, maxCount = 50},
	{id = 3578, chance = 18930, maxCount = 3}, -- fish
	{name = "quara eye", chance = 12720},
	{name = "shrimp", chance = 9980, maxCount = 4},
	{name = "small emerald", chance = 6000, maxCount = 2},
	{name = "white pearl", chance = 2900},
	{name = "black pearl", chance = 2650},
	{name = "fish fin", chance = 2090},
	{name = "obsidian lance", chance = 1530},
	{id = 3098, chance = 940}, -- ring of healing
	{name = "wand of cosmic energy", chance = 910},
	{name = "knight armor", chance = 520}
}

monster.attacks = {
	{name ="melee", interval = 2000, chance = 100, minDamage = 0, maxDamage = -80, effect = CONST_ME_DRAWBLOOD, condition = {type = CONDITION_POISON, totalDamage = 100, interval = 4000}},
	{name ="combat", interval = 2000, chance = 10, type = COMBAT_ICEDAMAGE, minDamage = -100, maxDamage = -180, length = 8, spread = 3, effect = CONST_ME_HITBYPOISON, target = false},
	{name ="combat", interval = 2000, chance = 10, type = COMBAT_ICEDAMAGE, minDamage = -90, maxDamage = -150, radius = 3, effect = CONST_ME_BUBBLES, target = false},
	{name ="combat", interval = 2000, chance = 10, type = COMBAT_LIFEDRAIN, minDamage = -170, maxDamage = -240, length = 8, spread = 3, effect = CONST_ME_BUBBLES, target = false},
	{name ="combat", interval = 2000, chance = 15, type = COMBAT_LIFEDRAIN, minDamage = 0, maxDamage = -170, range = 7, effect = CONST_ME_MAGIC_RED, target = true},
	{name ="speed", interval = 2000, chance = 15, speedChange = -600, range = 7, effect = CONST_ME_MAGIC_RED, target = false, duration = 15000}
}

monster.defenses = {
	defense = 15,
	armor = 15,
	{name ="combat", interval = 2000, chance = 15, type = COMBAT_HEALING, minDamage = 100, maxDamage = 120, effect = CONST_ME_MAGIC_BLUE, target = false}
}

monster.elements = {
	{type = COMBAT_PHYSICALDAMAGE, percent = 0},
	{type = COMBAT_ENERGYDAMAGE, percent = -10},
	{type = COMBAT_EARTHDAMAGE, percent = -10},
	{type = COMBAT_FIREDAMAGE, percent = 100},
	{type = COMBAT_LIFEDRAIN, percent = 100},
	{type = COMBAT_MANADRAIN, percent = 0},
	{type = COMBAT_DROWNDAMAGE, percent = 0},
	{type = COMBAT_ICEDAMAGE, percent = 100},
	{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:register(monster)
