local mType = Game.createMonsterType("Unaz the Mean")
local monster = {}

monster.description = "Unaz the Mean"
monster.experience = 22000
monster.outfit = {
	lookType = 1268,
	lookHead = 0,
	lookBody = 95,
	lookLegs = 0,
	lookFeet = 0,
	lookAddons = 0,
	lookMount = 0
}

monster.health = 28000
monster.maxHealth = 28000
monster.race = "undead"
monster.corpse = 32610
monster.speed = 150
monster.manaCost = 0

monster.changeTarget = {
	interval = 5000,
	chance = 8
}

monster.strategiesTarget = {
	nearest = 100,
}

monster.flags = {
	summonable = false,
	attackable = true,
	hostile = true,
	convinceable = false,
	pushable = false,
	rewardBoss = true,
	illusionable = true,
	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 = "platinum coin", chance = 10000, maxCount = 5},
	{name = "ivory comb", chance = 83330},
	{name = "skull coin", chance = 66666},
	{name = "moonstone", chance = 33333, maxCount = 2},
	{name = "diamond", chance = 8300},
	{name = "machete", chance = 8300},
	{name = "pair of nightmare boots", chance = 8300},
	{name = "skull staff", chance = 8300},
	{name = "warrior's axe", chance = 8300},
	{name = "death toll", chance = 150},
	{name = "silver hand mirror", chance = 150},
	{id= 3039, chance = 150, maxCount = 2} -- red gem
}

monster.attacks = {
	{name ="melee", interval = 2000, chance = 100, minDamage = -100, maxDamage = -500},
	{name ="combat", interval = 1500, chance = 15, type = COMBAT_EARTHDAMAGE, minDamage = -300, maxDamage = -500, radius = 3, shootEffect = CONST_ANI_ENVENOMEDARROW, target = true},
	{name ="combat", interval = 1500, chance = 25, type = COMBAT_ENERGYDAMAGE, minDamage = -300, maxDamage = -650, length = 4, spread = 3, effect = CONST_ME_ENERGYHIT, target = false},
	{name ="combat", interval = 1500, chance = 35, type = COMBAT_DEATHDAMAGE, minDamage = -300, maxDamage = -650, radius = 4, effect = CONST_ME_MORTAREA, target = false},
	{name ="combat", interval = 1500, chance = 20, type = COMBAT_ENERGYDAMAGE, minDamage = -300, maxDamage = -650, radius = 4, effect = CONST_ME_ENERGYAREA, target = false}
}

monster.defenses = {
	defense = 40,
	armor = 82
}

monster.elements = {
	{type = COMBAT_PHYSICALDAMAGE, percent = 50},
	{type = COMBAT_ENERGYDAMAGE, percent = 50},
	{type = COMBAT_EARTHDAMAGE, percent = 0},
	{type = COMBAT_FIREDAMAGE, percent = 0},
	{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 = 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)
