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

monster.description = "a lizard sentinel"
monster.experience = 110
monster.outfit = {
	lookType = 114,
	lookHead = 0,
	lookBody = 0,
	lookLegs = 0,
	lookFeet = 0,
	lookAddons = 0,
	lookMount = 0
}

monster.raceId = 114
monster.Bestiary = {
	class = "Reptile",
	race = BESTY_RACE_REPTILE,
	toKill = 500,
	FirstUnlock = 25,
	SecondUnlock = 250,
	CharmsPoints = 15,
	Stars = 2,
	Occurrence = 0,
	Locations = "Chor, Zzaion and Foreigner Quarter."
	}

monster.health = 265
monster.maxHealth = 265
monster.race = "blood"
monster.corpse = 6040
monster.speed = 90
monster.manaCost = 560

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

monster.strategiesTarget = {
	nearest = 100,
}

monster.flags = {
	summonable = false,
	attackable = true,
	hostile = true,
	convinceable = true,
	pushable = false,
	rewardBoss = false,
	illusionable = true,
	canPushItems = true,
	canPushCreatures = false,
	staticAttackChance = 90,
	targetDistance = 4,
	runHealth = 10,
	healthHidden = false,
	isBlockable = false,
	canWalkOnEnergy = false,
	canWalkOnFire = false,
	canWalkOnPoison = true
}

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

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

monster.loot = {
	{name = "small diamond", chance = 190},
	{name = "gold coin", chance = 89000, maxCount = 80},
	{name = "halberd", chance = 510},
	{name = "spear", chance = 8750, maxCount = 3},
	{name = "obsidian lance", chance = 1120},
	{name = "chain armor", chance = 8560},
	{name = "scale armor", chance = 7730},
	{name = "hunting spear", chance = 4700},
	{name = "sentinel shield", chance = 320},
	{name = "lizard leather", chance = 990},
	{name = "lizard scale", chance = 960},
	{name = "health potion", chance = 590}
}

monster.attacks = {
	{name ="melee", interval = 2000, chance = 100, minDamage = 0, maxDamage = -45},
	{name ="combat", interval = 2000, chance = 30, type = COMBAT_PHYSICALDAMAGE, minDamage = 0, maxDamage = -70, range = 7, shootEffect = CONST_ANI_SPEAR, target = false}
}

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

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