local mType = Game.createMonsterType("Memory Of A Carnisylvan")
local monster = {}

monster.description = "a memory of a carnisylvan"
monster.experience = 1850
monster.outfit = {
	lookType = 1418,
	lookHead = 23,
	lookBody = 98,
	lookLegs = 22,
	lookFeet = 61,
	lookAddons = 1,
	lookMount = 0
}

monster.health = 3800
monster.maxHealth = 3800
monster.race = "blood"
monster.corpse = 36890
monster.speed = 105
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 = 4,
	runHealth = 0,
	healthHidden = false,
	isBlockable = false,
	canWalkOnEnergy = true,
	canWalkOnFire = true,
	canWalkOnPoison = true,
	pet = false
}

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

monster.voices = {
	interval = 5000,
	chance = 10,
	{text = "OH NO, YOU WON'T!", yell = false}
}

monster.loot = {
	{name = "gold coin", chance = 70000, maxCount = 75},
	{name = "emerald bangle", chance = 4970},
	{name = "small topaz", chance = 6810, maxCount = 2}
}

monster.attacks = {
	{name ="melee", interval = 2000, chance = 100, minDamage = 0, maxDamage = -100},
	{name ="combat", interval = 2000, chance = 40, type = COMBAT_EARTHDAMAGE, minDamage = 0, maxDamage = -100, radius = 4, range = 5, shootEffect = CONST_ANI_SMALLEARTH, effect = CONST_ME_POISONAREA, target = true},
	{name ="combat", interval = 2000, chance = 20, type = COMBAT_EARTHDAMAGE, minDamage = 0, maxDamage = -100, range = 5, shootEffect = CONST_ANI_SMALLEARTH, effect = CONST_ME_POISONAREA, target = true},
}

monster.defenses = {
	defense = 37,
	armor = 37,
	{name ="speed", interval = 2000, chance = 8, speedChange = 250, effect = CONST_ME_MAGIC_GREEN, target = false, duration = 5000}
}

monster.elements = {
	{type = COMBAT_PHYSICALDAMAGE, percent = 0},
	{type = COMBAT_ENERGYDAMAGE, percent = 0},
	{type = COMBAT_EARTHDAMAGE, percent = -25},
	{type = COMBAT_FIREDAMAGE, percent = 15},
	{type = COMBAT_LIFEDRAIN, percent = 0},
	{type = COMBAT_MANADRAIN, percent = 0},
	{type = COMBAT_DROWNDAMAGE, percent = 0},
	{type = COMBAT_ICEDAMAGE, percent = 5},
	{type = COMBAT_HOLYDAMAGE , percent = 0},
	{type = COMBAT_DEATHDAMAGE , percent = -5}
}

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

mType:register(monster)
