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

monster.description = "a juvenile cyclops"
monster.experience = 130
monster.outfit = {
	lookType = 22,
	lookHead = 0,
	lookBody = 0,
	lookLegs = 0,
	lookFeet = 0,
	lookAddons = 0,
	lookMount = 0,
}

monster.health = 260
monster.maxHealth = 260
monster.race = "blood"
monster.corpse = 5962
monster.speed = 80
monster.manaCost = 490

monster.changeTarget = {
	interval = 2000,
	chance = 5,
}

monster.strategiesTarget = {
	nearest = 100,
}

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

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

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

monster.loot = {
	{ id = 3358, chance = 10810 }, -- chain armor
	{ id = 3352, chance = 12160 }, -- chain helmet
	{ id = 9657, chance = 4050 }, -- cyclops toe
	{ id = 3031, chance = 100000, maxCount = 25 }, -- gold coin
	{ id = 3276, chance = 9460 }, -- hatchet
	{ id = 3286, chance = 18920 }, -- mace
	{ id = 3577, chance = 30070 }, -- meat
	{ id = 3410, chance = 1350 }, -- plate shield
	{ id = 3362, chance = 9460 }, -- studded legs
	{ id = 3264, chance = 21620 }, -- sword
	{ id = 3012, chance = 1350 }, -- wolf tooth chain
}

monster.attacks = {
	{ name = "melee", interval = 2000, chance = 100, skill = 20, attack = 30 },
	{ name = "combat", interval = 2000, chance = 10, type = COMBAT_PHYSICALDAMAGE, minDamage = 0, maxDamage = -20, range = 7, shootEffect = CONST_ANI_LARGEROCK, target = false },
}

monster.defenses = {
	defense = 22,
	armor = 11,
	mitigation = 0.62,
}

monster.elements = {
	{ type = COMBAT_PHYSICALDAMAGE, percent = 0 },
	{ type = COMBAT_ENERGYDAMAGE, percent = 10 },
	{ type = COMBAT_EARTHDAMAGE, percent = 0 },
	{ type = COMBAT_FIREDAMAGE, percent = 10 },
	{ 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 = true },
	{ type = "outfit", condition = false },
	{ type = "invisible", condition = true },
	{ type = "bleed", condition = false },
}

mType:register(monster)
