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

monster.description = "Gnomevil"
monster.experience = 400000
monster.outfit = {
	lookType = 504,
	lookHead = 0,
	lookBody = 0,
	lookLegs = 0,
	lookFeet = 0,
	lookAddons = 0,
	lookMount = 0,
}

monster.events = {
	"BossesWarzoneDeath",
}

monster.bosstiary = {
	bossRaceId = 893,
	bossRace = RARITY_ARCHFOE,
}

monster.health = 250000
monster.maxHealth = 250000
monster.race = "blood"
monster.corpse = 16149
monster.speed = 235
monster.manaCost = 0

monster.changeTarget = {
	interval = 5000,
	chance = 8,
}

monster.strategiesTarget = {
	nearest = 70,
	health = 10,
	damage = 10,
	random = 10,
}

monster.flags = {
	summonable = false,
	attackable = true,
	hostile = true,
	convinceable = false,
	pushable = false,
	rewardBoss = true,
	illusionable = false,
	canPushItems = true,
	canPushCreatures = true,
	staticAttackChance = 50,
	targetDistance = 1,
	runHealth = 10000,
	healthHidden = false,
	isBlockable = false,
	canWalkOnEnergy = true,
	canWalkOnFire = true,
	canWalkOnPoison = true,
}

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

monster.voices = {
	interval = 5000,
	chance = 10,
	{ text = "I'm feeling grrrreat!", yell = false },
	{ text = "I've seen the light! And it was all engulfing fire!", yell = false },
	{ text = "No more Mr. Nicegnome!", yell = false },
	{ text = "Taste the power of the dark side!", yell = false },
}

monster.loot = {
	{ id = 16161, chance = 7030 }, -- crystalline axe
	{ id = 16163, chance = 9120 }, -- crystal crossbow
	{ id = 16205, chance = 99150 }, -- gnomevil's hat
	{ id = 16175, chance = 6690 }, -- shiny blade
	{ id = 16164, chance = 8400 }, -- mycological bow
	{ id = 16162, chance = 7120 }, -- mycological mace
	{ id = 16160, chance = 14100 }, -- crystalline sword
	{ id = 16155, chance = 3710 }, -- decorative ribbon
}

monster.attacks = {
	{ name = "melee", interval = 1300, chance = 100, skill = 80, attack = 140 },
	{ name = "speed", interval = 2000, chance = 20, speedChange = -400, range = 7, shootEffect = CONST_ANI_WHIRLWINDAXE, target = false, duration = 2500 },
	{ name = "combat", interval = 2000, chance = 100, type = COMBAT_FIREDAMAGE, minDamage = -820, maxDamage = -950, range = 7, effect = CONST_ME_ENERGYAREA, target = false },
	{ name = "combat", interval = 2000, chance = 9, type = COMBAT_MANADRAIN, minDamage = -230, maxDamage = -500, length = 8, spread = 3, effect = CONST_ME_MAGIC_BLUE, target = false },
	{ name = "combat", interval = 1000, chance = 12, type = COMBAT_ENERGYDAMAGE, minDamage = -350, maxDamage = -800, range = 3, effect = CONST_ME_PURPLEENERGY, target = true },
}

monster.defenses = {
	defense = 35,
	armor = 25,
	--	mitigation = ???,
	{ name = "combat", interval = 1000, chance = 25, type = COMBAT_HEALING, minDamage = 1000, maxDamage = 4000, effect = CONST_ME_MAGIC_BLUE, target = false },
}

monster.elements = {
	{ type = COMBAT_PHYSICALDAMAGE, percent = 10 },
	{ type = COMBAT_ENERGYDAMAGE, percent = 100 },
	{ type = COMBAT_EARTHDAMAGE, percent = 100 },
	{ type = COMBAT_FIREDAMAGE, percent = 50 },
	{ type = COMBAT_LIFEDRAIN, percent = 0 },
	{ type = COMBAT_MANADRAIN, percent = 0 },
	{ type = COMBAT_DROWNDAMAGE, percent = 0 },
	{ type = COMBAT_ICEDAMAGE, percent = 50 },
	{ type = COMBAT_HOLYDAMAGE, percent = 50 },
	{ type = COMBAT_DEATHDAMAGE, percent = 27 },
}

monster.immunities = {
	{ type = "paralyze", condition = true },
	{ type = "outfit", condition = false },
	{ type = "invisible", condition = true },
	{ type = "bleed", condition = false },
}

mType:register(monster)
