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

monster.description = "an insectoid scout"
monster.experience = 150
monster.outfit = {
	lookType = 403,
	lookHead = 0,
	lookBody = 0,
	lookLegs = 0,
	lookFeet = 0,
	lookAddons = 0,
	lookMount = 0
}

monster.raceId = 732
monster.Bestiary = {
	class = "Vermin",
	race = BESTY_RACE_VERMIN,
	toKill = 500,
	FirstUnlock = 25,
	SecondUnlock = 250,
	CharmsPoints = 15,
	Stars = 2,
	Occurrence = 2,
	Locations = "West and south of Greenshore."
	}

monster.health = 230
monster.maxHealth = 230
monster.race = "venom"
monster.corpse = 12525
monster.speed = 202
monster.manaCost = 0

monster.changeTarget = {
	interval = 5000,
	chance = 0
}

monster.strategiesTarget = {
	nearest = 100,
}

monster.flags = {
	summonable = false,
	attackable = true,
	hostile = true,
	convinceable = false,
	pushable = false,
	rewardBoss = false,
	illusionable = false,
	canPushItems = true,
	canPushCreatures = false,
	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,
	{text = "Chrrr! Chrr!", yell = false},
	{text = "Klk! Klk!", yell = false}
}

monster.loot = {
	{name = "gold coin", chance = 80000, maxCount = 80},
	{id = 3093, chance = 100}, -- club ring
	{name = "ripper lance", chance = 850},
	{name = "health potion", chance = 280}
}

monster.attacks = {
	{name ="melee", interval = 2000, chance = 100, minDamage = 0, maxDamage = -74, condition = {type = CONDITION_POISON, totalDamage = 60, interval = 4000}}
}

monster.defenses = {
	defense = 15,
	armor = 15
}

monster.elements = {
	{type = COMBAT_PHYSICALDAMAGE, percent = 5},
	{type = COMBAT_ENERGYDAMAGE, percent = -5},
	{type = COMBAT_EARTHDAMAGE, percent = 20},
	{type = COMBAT_FIREDAMAGE, percent = -10},
	{type = COMBAT_LIFEDRAIN, percent = 0},
	{type = COMBAT_MANADRAIN, percent = 0},
	{type = COMBAT_DROWNDAMAGE, percent = 0},
	{type = COMBAT_ICEDAMAGE, percent = -10},
	{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)
