local mType = Game.createMonsterType("Animated Stone Golem")
local monster = {}

monster.description = "an animated stone golem"
monster.experience = 160
monster.outfit = {
	lookType = 67,
	lookHead = 0,
	lookBody = 0,
	lookLegs = 0,
	lookFeet = 0,
	lookAddons = 0,
	lookMount = 0,
}

monster.health = 270
monster.maxHealth = 270
monster.race = "undead"
monster.corpse = 6005
monster.speed = 90
monster.manaCost = 590

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

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

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 = false,
	canWalkOnPoison = false,
}

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

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

monster.loot = {
	{ name = "small stone", chance = 13890, maxCount = 4 },
	{ id = 3007, chance = 120 }, -- crystal ring
	{ name = "gold coin", chance = 90000, maxCount = 40 },
	{ id = 3039, chance = 30 }, -- red gem
	{ id = 3050, chance = 5070 }, -- power ring
	{ name = "carlin sword", chance = 2500 },
	{ name = "iron ore", chance = 1980 },
	{ name = "ancient stone", chance = 1020 },
	{ name = "shiny stone", chance = 760 },
	{ name = "sulphurous stone", chance = 10370 },
	{ name = "piece of marble rock", chance = 380 },
	{ id = 12600, chance = 550 }, -- coal
}

monster.attacks = {
	{ name = "melee", interval = 2000, chance = 100, minDamage = 0, maxDamage = -110 },
}

monster.defenses = {
	defense = 20,
	armor = 20,
}

monster.elements = {
	{ type = COMBAT_PHYSICALDAMAGE, percent = 20 },
	{ type = COMBAT_ENERGYDAMAGE, percent = 15 },
	{ type = COMBAT_EARTHDAMAGE, percent = 100 },
	{ type = COMBAT_FIREDAMAGE, percent = 20 },
	{ type = COMBAT_LIFEDRAIN, percent = 0 },
	{ type = COMBAT_MANADRAIN, percent = 0 },
	{ type = COMBAT_DROWNDAMAGE, percent = 100 },
	{ type = COMBAT_ICEDAMAGE, percent = -10 },
	{ type = COMBAT_HOLYDAMAGE, percent = 0 },
	{ type = COMBAT_DEATHDAMAGE, percent = 20 },
}

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

mType:register(monster)
