local mType = Game.createMonsterType("The Freezing Time Guardian")
local monster = {}

monster.description = "the freezing time guardian"
monster.experience = 50000
monster.outfit = {
	lookType = 943,
	lookHead = 0,
	lookBody = 0,
	lookLegs = 0,
	lookFeet = 0,
	lookAddons = 0,
	lookMount = 0
}

monster.health = 150000
monster.maxHealth = 150000
monster.race = "undead"
monster.corpse = 25085
monster.speed = 170
monster.manaCost = 0

monster.changeTarget = {
	interval = 2000,
	chance = 5
}

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

monster.flags = {
	summonable = false,
	attackable = true,
	hostile = true,
	convinceable = false,
	pushable = false,
	rewardBoss = true,
	illusionable = false,
	canPushItems = true,
	canPushCreatures = true,
	staticAttackChance = 90,
	targetDistance = 1,
	runHealth = 0,
	healthHidden = false,
	isBlockable = false,
	canWalkOnEnergy = true,
	canWalkOnFire = true,
	canWalkOnPoison = true
}

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

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

monster.loot = {
	{id = 3031, chance = 100000, maxCount = 100}, -- gold coin
	{id = 3031, chance = 100000, maxCount = 100}, -- gold coin
	{id = 3035, chance = 100000, maxCount = 25}, -- platinum coin
	{id = 3033, chance = 100000, maxCount = 10}, -- small amethyst
	{id = 3028, chance = 100000, maxCount = 10}, -- small diamond
	{id = 238, chance = 100000, maxCount = 5}, -- great mana potion
	{id = 7643, chance = 100000, maxCount = 10}, -- ultimate health potion
	{id = 16119, chance = 100000, maxCount = 3}, -- blue crystal shard
	{id = 16121, chance = 100000, maxCount = 3}, -- green crystal shard
	{id = 16120, chance = 100000, maxCount = 3}, -- violet crystal shard
	{id = 3041, chance = 100000}, -- blue gem
	{id = 11454, chance = 2000}, -- luminous orb
	{id = 7440, chance = 2000}, -- mastermind potion
	{id = 3098, chance = 2000}, -- ring of healing
	{id = 3036, chance = 2000}, -- violet gem
	{id = 3324, chance = 1000}, -- skull staff
	{id = 3081, chance = 1000}, -- stone skin amulet
	{id = 3439, chance = 100}, -- phoenix shield
	{id = 7417, chance = 100}, -- runed sword
	{id = 22721, chance = 100000}, -- gold token
	{id = 22516, chance = 100000} -- silver token
}

monster.attacks = {
	{name ="melee", interval = 2000, chance = 100, skill = 190, attack = 300},
	{name ="combat", interval = 2000, chance = 15, type = COMBAT_DEATHDAMAGE, minDamage = -600, maxDamage = -780, range = 7, radius = 4, shootEffect = CONST_ANI_ENERGY, effect = CONST_ME_ENERGYHIT, target = true},
	{name ="combat", interval = 2000, chance = 15, type = COMBAT_ENERGYDAMAGE, minDamage = -600, maxDamage = -780, length = 9, spread = 3, effect = CONST_ME_ENERGYHIT, target = false},
	{name ="combat", interval = 2000, chance = 15, type = COMBAT_ENERGYDAMAGE, minDamage = -600, maxDamage = -780, length = 9, spread = 3, effect = CONST_ME_ENERGYAREA, target = false},
	-- energy damage
	{name ="condition", type = CONDITION_ENERGY, interval = 2000, chance = 20, minDamage = -2000, maxDamage = -2000, radius = 7, effect = CONST_ME_BLOCKHIT, target = false},
	-- bleed
	{name ="condition", type = CONDITION_BLEEDING, interval = 2000, chance = 20, minDamage = -2000, maxDamage = -2000, length = 9, spread = 3, effect = CONST_ME_BLOCKHIT, target = false}
}

monster.defenses = {
	defense = 70,
	armor = 70,
	{name ="time guardian lost time", interval = 2000, chance = 10, target = false}
}

monster.elements = {
	{type = COMBAT_PHYSICALDAMAGE, percent = 70},
	{type = COMBAT_ENERGYDAMAGE, percent = 70},
	{type = COMBAT_EARTHDAMAGE, percent = 70},
	{type = COMBAT_FIREDAMAGE, percent = -40},
	{type = COMBAT_LIFEDRAIN, percent = 0},
	{type = COMBAT_MANADRAIN, percent = 0},
	{type = COMBAT_DROWNDAMAGE, percent = 0},
	{type = COMBAT_ICEDAMAGE, percent = 70},
	{type = COMBAT_HOLYDAMAGE , percent = 70},
	{type = COMBAT_DEATHDAMAGE , percent = 70}
}

monster.heals = {
	{type = COMBAT_ICEDAMAGE, percent = 100}
}

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

mType.onThink = function(monster, interval)
end

mType.onAppear = function(monster, creature)
	if monster:getType():isRewardBoss() then
		monster:setReward(true)
	end
end

mType.onDisappear = function(monster, creature)
end

mType.onMove = function(monster, creature, fromPosition, toPosition)
end

mType.onSay = function(monster, creature, type, message)
end

mType:register(monster)
