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

monster.description = "a manta ray"
monster.experience = 125
monster.outfit = {
	lookType = 449,
	lookHead = 0,
	lookBody = 0,
	lookLegs = 0,
	lookFeet = 0,
	lookAddons = 0,
	lookMount = 0,
}

monster.raceId = 779
monster.Bestiary = {
	class = "Aquatic",
	race = BESTY_RACE_AQUATIC,
	toKill = 1000,
	FirstUnlock = 50,
	SecondUnlock = 500,
	CharmsPoints = 25,
	Stars = 3,
	Occurrence = 2,
	Locations = "Fiehonja only in stage 3 in a large room.",
}

monster.health = 680
monster.maxHealth = 680
monster.race = "blood"
monster.corpse = 13849
monster.speed = 84
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 = true,
	canPushItems = false,
	canPushCreatures = true,
	staticAttackChance = 95,
	targetDistance = 1,
	runHealth = 0,
	healthHidden = false,
	isBlockable = false,
	canWalkOnEnergy = true,
	canWalkOnFire = true,
	canWalkOnPoison = true,
	isPreyExclusive = true,
}

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

monster.voices = {
	interval = 5000,
	chance = 10,
	{ text = "Flap flap flap!", yell = false },
}

monster.loot = {
	{ name = "gold coin", chance = 63000, maxCount = 39 },
}

monster.attacks = {
	{ name = "melee", interval = 2000, chance = 100, minDamage = 0, maxDamage = -110, effect = CONST_ME_DRAWBLOOD, condition = { type = CONDITION_POISON, totalDamage = 120, interval = 4000 } },
	{ name = "combat", interval = 2000, chance = 10, type = COMBAT_ENERGYDAMAGE, minDamage = -75, maxDamage = -90, range = 7, shootEffect = CONST_ANI_ENERGY, effect = CONST_ME_ENERGYHIT, target = false },
	{ name = "combat", interval = 2000, chance = 10, type = COMBAT_ENERGYDAMAGE, minDamage = -50, maxDamage = -110, length = 4, spread = 0, effect = CONST_ME_ENERGYHIT, target = false },
}

monster.defenses = {
	defense = 15,
	armor = 42,
	mitigation = 1.37,
}

monster.elements = {
	{ type = COMBAT_PHYSICALDAMAGE, percent = 5 },
	{ type = COMBAT_ENERGYDAMAGE, percent = -5 },
	{ type = COMBAT_EARTHDAMAGE, percent = 100 },
	{ type = COMBAT_FIREDAMAGE, percent = 100 },
	{ type = COMBAT_LIFEDRAIN, percent = 0 },
	{ type = COMBAT_MANADRAIN, percent = 0 },
	{ type = COMBAT_DROWNDAMAGE, percent = 100 },
	{ type = COMBAT_ICEDAMAGE, percent = 25 },
	{ 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)
