local mType = Game.createMonsterType("Last Planegazer")
local monster = {}

monster.description = "a last planegazer"
monster.experience = 40000
monster.outfit = {
	lookType = 1044,
	lookHead = 0,
	lookBody = 0,
	lookLegs = 0,
	lookFeet = 0,
	lookAddons = 0,
	lookMount = 0
}

monster.health = 50000
monster.maxHealth = 50000
monster.race = "blood"
monster.corpse = 27613
monster.speed = 125
monster.manaCost = 0

monster.changeTarget = {
	interval = 4000,
	chance = 0
}

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

monster.flags = {
	summonable = false,
	attackable = true,
	hostile = true,
	convinceable = false,
	pushable = false,
	rewardBoss = false,
	illusionable = false,
	canPushItems = false,
	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,
}

monster.loot = {
	{id = 3031, chance = 65700, maxCount = 15}, -- gold coin
	{id = 3410, chance = 20000}, -- plate shield
	{id = 3286, chance = 12900}, -- mace
	{id = 3358, chance = 10000}, -- chain armor
	{id = 3354, chance = 7800}, -- brass helmet
	{id = 3264, chance = 5000}, -- sword
	{id = 3577, chance = 5000}, -- meat
	{id = 3274, chance = 4000}, -- axe
	{id = 11472, chance = 2000, maxCount = 2}, -- minotaur horn
	{id = 5878, chance = 980}, -- minotaur leather
	{id = 3457, chance = 310}, -- shovel
	{id = 3056, chance = 120} -- bronze amulet
}

monster.attacks = {
	{name ="melee", interval = 2000, chance = 100, minDamage = 0, maxDamage = -45}
}

monster.defenses = {
	defense = 15,
	armor = 10
}

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