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

monster.description = "a slug"
monster.experience = 70
monster.outfit = {
	lookType = 407,
	lookHead = 0,
	lookBody = 0,
	lookLegs = 0,
	lookFeet = 0,
	lookAddons = 0,
	lookMount = 0
}

monster.raceId = 731
monster.Bestiary = {
	class = "Vermin",
	race = BESTY_RACE_VERMIN,
	toKill = 500,
	FirstUnlock = 25,
	SecondUnlock = 250,
	CharmsPoints = 15,
	Stars = 2,
	Occurrence = 0,
	Locations = "South-east of Venore, Swamp Troll Cave."
	}

monster.health = 255
monster.maxHealth = 255
monster.race = "venom"
monster.corpse = 12526
monster.speed = 52
monster.manaCost = 0

monster.changeTarget = {
	interval = 5000,
	chance = 0
}

monster.strategiesTarget = {
	nearest = 100,
}

monster.flags = {
	summonable = false,
	attackable = true,
	hostile = true,
	convinceable = false,
	pushable = false,
	rewardBoss = false,
	illusionable = true,
	canPushItems = true,
	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,
	{text = "Sluuuurp", yell = false},
	{text = "Sluuurz", yell = false}
}

monster.loot = {
	{name = "gold coin", chance = 62000, maxCount = 40},
	{name = "worm", chance = 5000, maxCount = 3}
}

monster.attacks = {
	{name ="melee", interval = 2000, chance = 100, minDamage = 0, maxDamage = -44},
	{name ="combat", interval = 1000, chance = 15, type = COMBAT_EARTHDAMAGE, minDamage = -5, maxDamage = -40, range = 7, shootEffect = CONST_ANI_POISON, target = true}
}

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

monster.elements = {
	{type = COMBAT_PHYSICALDAMAGE, percent = -10},
	{type = COMBAT_ENERGYDAMAGE, percent = 0},
	{type = COMBAT_EARTHDAMAGE, percent = 50},
	{type = COMBAT_FIREDAMAGE, percent = -15},
	{type = COMBAT_LIFEDRAIN, percent = 0},
	{type = COMBAT_MANADRAIN, percent = 0},
	{type = COMBAT_DROWNDAMAGE, percent = 0},
	{type = COMBAT_ICEDAMAGE, percent = -5},
	{type = COMBAT_HOLYDAMAGE , percent = 0},
	{type = COMBAT_DEATHDAMAGE , percent = 0}
}

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

mType:register(monster)
