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

monster.description = "a quara constrictor scout"
monster.experience = 200
monster.outfit = {
	lookType = 46,
	lookHead = 0,
	lookBody = 0,
	lookLegs = 0,
	lookFeet = 0,
	lookAddons = 0,
	lookMount = 0
}

monster.raceId = 240
monster.Bestiary = {
	class = "Aquatic",
	race = BESTY_RACE_AQUATIC,
	toKill = 1000,
	FirstUnlock = 50,
	SecondUnlock = 500,
	CharmsPoints = 25,
	Stars = 3,
	Occurrence = 0,
	Locations = "Falanaar."
	}

monster.health = 450
monster.maxHealth = 450
monster.race = "blood"
monster.corpse = 6065
monster.speed = 150
monster.manaCost = 670
monster.maxSummons = 0

monster.changeTarget = {
	interval = 4000,
	chance = 5
}

monster.strategiesTarget = {
	nearest = 100,
}

monster.flags = {
	summonable = true,
	attackable = true,
	hostile = true,
	convinceable = true,
	pushable = false,
	rewardBoss = false,
	illusionable = true,
	canPushItems = true,
	canPushCreatures = false,
	staticAttackChance = 90,
	targetDistance = 1,
	runHealth = 45,
	healthHidden = false,
	isBlockable = false,
	canWalkOnEnergy = false,
	canWalkOnFire = true,
	canWalkOnPoison = false,
	pet = false
}

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

monster.voices = {
	interval = 5000,
	chance = 10,
	{text = "Gaaahhh!", yell = false},
	{text = "Gluh! Gluh!", yell = false},
	{text = "Tssss!", yell = false},
	{text = "Boohaa!", yell = false}
}

monster.loot = {
	{name = "gold coin", chance = 87620, maxCount = 100},
	{name = "quara tentacle", chance = 14620},
	{name = "longsword", chance = 6910},
	{name = "shrimp", chance = 5140, maxCount = 3},
	{name = "brass armor", chance = 4810},
	{name = "small amethyst", chance = 3060},
	{name = "fish fin", chance = 490}
}

monster.attacks = {
	{name ="melee", interval = 2000, chance = 100, minDamage = 0, maxDamage = -135, effect = CONST_ME_DRAWBLOOD},
	{name ="combat", interval = 2000, chance = 15, type = COMBAT_LIFEDRAIN, minDamage = 0, maxDamage = -80, radius = 3, effect = CONST_ME_HITAREA, target = false}
}

monster.defenses = {
	defense = 15,
	armor = 14
}

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

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

mType:register(monster)
